Kodaloid

Checking off the list.

Only a few items of note today, here’s what I did: Set glfw to window non resizable. Turns out hints need to be done after glfw init. Function game.log not needed, use print() instead. Removed the redundant Quad class. Renamed do_lua_file to do_requre so that it makes more sense. Moved the render stuff back into […]

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Building On Linux

Tonight I attempted to build the engine on Linux, which didn’t as well as I’d have liked. The sdk managed to compile fine after I resolved some dependency requirements. However I was only able to build the main executable after I tricked the compiler into building with blank copies of the expecte embedded resources. It […]

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Resources Solved

Even though I had a good amount of success yesterday with the incbin implementation, it really urked me that I lost the ability to use Visual Studio (after all the work I put in getting it working originally). So today I wanted to find an alternative. Thankfully I stumbled upon someone named Max von Buelow […]

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Incbin Problems

Implemented incbin, which was a bit of a nightmare for the MSVC side. Currently MSVC does not compile inline, so Visual Studio complains about linker errors. I’ve added another executable process to CMake so that incbin.exe can be built, and apparently that should do the trick, however the few times I’ve tried to compile assets […]

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