It *finally* works in Windows!

Well, I finally got my entry, Fred the Astro-Miner, compiled for Windows! It was such a pain! I tried Visual Studio, but after spending hours modifying my (valid) C++ code so it was happy and finally compiled .o files, it refused to link. Hours later, it linked. And it didn’t work. I threw more hours of work into it and then I got a window to appear! Yay! But it always segfaulted at startup, no matter what I did -_-

Then I thought,”Why don’t I use Eclipse and G++, like I do in Linux?”. So many more hours later, after compiling GLEW from source and remembering to use Mingw libs instead of VS ones (!!!) I got it to work! Then much jumping around my room screaming with excitement ensued (I’m not joking. I was that happy). I didn’t need to modify my code at all by the way, except for replacing gl.h includes with glew.h. I’m pretty happy with that!

So you can check out my entry here, now in Windows!

http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=4920

Comments

25. Aug 2011 · 07:24 UTC
Turns out glDrawArraysInstanced isn’t supported in OpenGL 2.1 and gl_InstanceId isn’t supported until GLSL 1.4, so GLSL 1.1 or 1.0 shaders is a no-go, sorry =(