I am a C/C++ developer. I'm working on a yet-to-be named engine for a un-named(named, but not released) game.

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OpenGL rant

Jim.Marsden Blog

Those guys on OpenGL's ARB, should be ashamed. I can understand not wanting to deprecate old code. But right now, there are a dozen libraries out there, for various parts of OpenGL. And half of those are deprecated themselves. It's really sad is what it is. It's just something else that's pushing people to use D3D.

What's funny, is I have an amazing friend, who's so much better at c++ than I'll ever be, and she was laughing at me for even trying. I understand now. It's really pathetic. It's not that hard to learn... if you knew where really to start. It annoys me, because they push people away from using their own stuff.

Microsoft did a great job making d3d/DX easy to use, though it did take a few tries.

And with Wine, a well written bit of software, can still work on Linux. That being said, I'd much rather write something for the Native OS, with out an emulator.

Object Factory

Jim.Marsden Blog

I have finished the Object factory(again). It's more object friendly. Tomorrow I am planning on starting on the rendering part...version one. I will likely have many versions of this before I have the demo of the engine. It'll use OpenGL, to ensure it'll work on linux. I'll be changing some things, to make it faster, but it'll be stuck on x86 compatible processors.

Breaking things before they're done

Jim.Marsden Blog

So, I've decided that I didn't like how I was doing my object factories, and decided to revamp it. So I've basically rewrote everything that was done. Change for the better is worth it. This way will be more manageable, and can be smaller.

I hope to be offering a playable demo of what my engine can do, for RTS. Basically, "RTS battleship", as my friend put it.

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Jim.Marsden Blog

It's been nearly a year, but I'm back. *waits for dramatic effect* I've been doing alot of work in C++ though.

New news: I've got a new project in the works. I'm currently writing an open-ended RTS game-engine.
It'll be writen in C++, rightnow I'm planing on D3D, but if steam releases for linux, i'll go OpenGL. The main thing about this engine , is it will avoid the overhead a lot of others have. It is being planed to be able to work on a computer that was meant to run win98(not supporting win98 at this time. Maybe later).

So it has three major goals:

*Light
-It will run with out the overhead, that a lot of games require.
-Be meant to run on MUCH slower computers.
*Fast
-It won't be held back by old code, or a VM.
*Expandable
-With little work, it can go from RTS, to FPS, to anything else, with out massive overhead, or rewriting huge parts of it

I hate how most RTS games now are more about visuals, than gameplay. My game will be the reverse. Focused mostly on gameplay, and story.

Missed-a-day

Jim.Marsden Blog

As for the day I missed: I got a good amount of work done on my wincon game.
Today, I got first looked up the iOS SDK, I didn't want to go through the hoops apple tried forcing me through...I don't go that way. Then I got an andriod SDK, need to set it up, still. Lastly, I spent a good while working with Kismet. I still hate Uscript. Worse. Language. Ever.

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Jim.Marsden Blog

So, I went to B&N today, today, to try and find a UScript book, with no luck. I did find a some books for langauges that I never heard of, for the .net framework. I didn't get any coding done tonight; I do know that I will be getting some good c++ books, well, I can borrow them. It will be from a guy with a PhD in Computer Engineering, so It wont be that bad.

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Jim.Marsden Blog

Hello everyone who hasn't found my page yet. I will try to give updates on how my US, and C++ projects are coming. The minor ones, nothing related to a real game. Like, I am working on a console program, usin WinCon. At this moment, it has an error with the out put, other than that, it's looking good. I will put screen shots when there is something there.