{"author_name":"DDRKirby(ISQ)","cat":"LD #22","comments":[],"epoch":1324038840,"likes":1,"metadata":{"p_key":"62629","p_author":"DDRKirby(ISQ)","p_authorkey":"7285","p_urlkey":"98401","p_title":"Omgggg not ready","p_cat":"LD #22","p_event":"LD22","p_time":"1324038840","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"7285","us_name":"DDRKirby(ISQ)","us_username":"ddrkirbyisq","event_start":"1323993600","event_key":"8","event_name":"LD22"},"text":"<p>Yeah, so we&#8217;re at T-minus 11.5 hours and that warmup game I wanted to do never happened (though I&#8217;ve been playing around with SDL.net!) and I still haven&#8217;t figured out whether SDL.net is viable for cross-platform. \u00a0It&#8217;s looking pretty good, but I really want to do some more testing today.<\/p>\n <p>On top of that, I want to be able to make myself a nice main loop sometime in the next 10 hours or so. \u00a0I&#8217;ve found that just using the plain tick-60-times-a-second and draw-to-the-screen-every-time results in some jerkiness, so I&#8217;m assuming vsync is disabled. \u00a0I think the ideal way of doing things is to <a href=\"http:\/\/gafferongames.com\/game-physics\/fix-your-timestep\/\" target=\"_blank\">use a fixed timestep<\/a>, then save the render state (probably just as a plain old surface) from the previous frame so that I can do linear interpolation between the current frame and the previous frame depending on how much time is in the &#8220;accumulator&#8221; that is &#8220;left over&#8221;. \u00a0The good part is that I actually think I&#8217;ve wrapped my head around the whole concept, so hopefully it shouldn&#8217;t be that hard to actually get working.<\/p>\n <p>So, checklist for the next 10 hours or so:<\/p>\n <p>-Check cross-platform compilation of SDL.net again (using Mono)<br \/>\n -Play around with using the Sprite class<br \/>\n -Set up a nice main loop with fixed timesteps and silky-smooth motion (bonus points for getting starter code up)<\/p>\n <p>The good news is that developing with SDL.net is feeling a lot like XNA did&#8211;maybe even better. \u00a0I love the fact that compilation is so fast, and that debugging isn&#8217;t a pain. \u00a0I think C# just really clicks for me. \u00a0Someday I&#8217;ll try out Python, but right now that&#8217;s the &#8220;funnest&#8221; language I have.<\/p>\n <p>I&#8217;ve been running on less-than-normal sleep lately since this week has just been packed with stuff, so I might actually just spend the initial parts of LD trying to catch up on rest. \u00a0Been having to do stuff like deliver xmas stuff, dance events, finals, final projects, etc.<\/p>\n <p>I finished <a href=\"https:\/\/sites.google.com\/site\/ddrkirby\/coding-projects\/loopmuse\" target=\"_blank\">LoopMuse<\/a> this week actually, as a final project for a class and that was made in a grand total of 3 days worth of work.<\/p>\n <p>&nbsp;<\/p>\n <p>On the off-chance that I find out SDL.net is totally borked in some way or I just get fed up, I might instead use my old standard&#8211;C++ with SDL and OpenGL, in which case I will be using starter code, which will be ripped from one of my existing projects, such as <a href=\"https:\/\/github.com\/DDRKirbyISQ\/LoopMuse\" target=\"_blank\">this one on github<\/a>\u00a0(trying to disclose my starter code here in consideration of the rules).\u00a0 Or I might be crazy and just use pygame despite very rarely programming in python.<\/p>\n <p>&nbsp;<\/p>\n <p>&#8230;on the plus side! \u00a0Making music for my game should theoretically be a synch, as I&#8217;m used to making 5-minute songs in one hour. \u00a0Check out what I made for <a href=\"http:\/\/compo.thasauce.net\/rounds\/view\/OHC166\" target=\"_blank\">yesterday&#8217;s &#8220;One Hour Compo&#8221;<\/a> here:\u00a0<a href=\"http:\/\/compo.thasauce.net\/files\/DDRKirby_ISQ__-_Shooting_Star(OHC166).mp3\" target=\"_blank\">http:\/\/compo.thasauce.net\/files\/DDRKirby_ISQ__-_Shooting_Star(OHC166).mp3<\/a><\/p>","time":"December 16th, 2011 7:34 am","title":"Omgggg not ready"}