{"author_name":"pi_pi3","cat":"LD #32","comments":[],"epoch":1430041440,"likes":1,"metadata":{"p_key":"17629","p_author":"pi_pi3","p_authorkey":"38955","p_urlkey":"52934","p_title":"First step to Post-Compo remake of LD #-6192","p_cat":"LD #32","p_event":"LD32","p_time":"1430041440","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"38955","us_name":"pi_pi3","us_username":"pi_pi3","event_start":"1429228800","event_key":"27","event_name":"LD32"},"text":"<p>You might have played Ludum Dare #-6192 before. If not, play it <a title=\"LD #-6192\" href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-32\/?action=preview&amp;uid=38955\">here<\/a>. Anyway, if you have played it, you probably noticed the glitches. So I decided to make a full remake of it in a completely new engine. The rendering part is pretty much finished now. On the gif you can see 16384 64&#215;64 squares in random positions and random rotation in 720p at 50-55 fps. Each square has a 16&#215;16 texture. Now I can get to the new collision detection and hopefully I&#8217;ll finish the remake &#8217;til next weekend. If you&#8217;re interested in the engine, I might make it OpenSource and put it on GitHub once it has some more features.<\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/04\/apoEngine.gif\"><img class=\"alignnone size-full wp-image-463404\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/04\/apoEngine.gif\" alt=\"apoEngine\" width=\"321\" height=\"187\" \/><\/a><\/p>","time":"April 26th, 2015 4:44 am","title":"First step to Post-Compo remake of LD #-6192"}