Kodaloid

Still dealing with CMake issues…

So tonight I learnt a lesson about rushing things. Although CMake was set-up and working for the build, there were many situations (like trying to open the folder in Visual Studio) where CMake would just throw a tantrum. I originally learnt how to get CMake working, by reading a blog post at the following URL: […]

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Dealing with CMake Issues.

I decided today to take another look at how the build technique I’ve implemented for the engine is stacking up. Earlier in the project I setup CMake, and made it compile using the i686 – 32bit version of GCC Compiler, which works great in VSCode with the CMake extension, however it doesn’t do so well […]

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User code language restructuring

Today’s aim was to start implementing some of the ideas I had to clean-up the lua code end users will code using. My goals were: To create a set of globals to access common parts of the engine. So assets to do any asset loading, and renderer to draw things for example. Switch to a […]

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