re: some code i'm writing for an sdl application

a mr. waddlesplash of the haiku project was kind enough to help me find a problem with my code for an SDL game that i'm writing.

i think i'm still a long way even from the point where i'd be far enough in the game's development process for it to even have a debugging screen like the kind that would be accessible on any original copy of mario 64 or ocarina of time through a gameshark, but i'm inching my way closer to that point.

who knows? i may be closer to that point than i know.

but the highest priority for now though is to set up the functions for rendering the display and multithreading (i'll need extra caution there), then i'll go about building the physics and the systems for handling all the constructs that would make it a game.

but big thank you to waddlesplash. and please check out haiku. i think it is a very nice operating system for programming


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π–‡π–šπ–Œπ–‡π–Šπ–†π–—π•Ώπ•Ύ

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right, once i get far enough along the development process, to where it's only a matter of working purely on the design elements, i'll also publish the code for the engine.
it will be under the agpl, because i really want the rights of users being upheld even in the edge case where a mod is being hosted for use on a web page through WebASM, which is possible, the regular gpl would not obligate the modders to disclose the source for the engine or the mod, or even the fact that i'm the original author, just in case anyone were to decide, "ok, fuck bugbear, i'm not using any of her software in any capacity," and that's your right, and like or not, the agpl is your only true guarantee that all of your rights as a user would upheld in all cases


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