Got close to quitting

So wow, that was close.

My game relies on audio quite deeply, and I am using openframeworks, an engine that I have used before a few times. I have only used it on iPhone though, where I always do my own synthesis. It turns out that part of openframeworks might have a memory leak in it on osx though. yurgh!

I was only using the leaky part for timing though, so I just switched over to getting the synth timing from the display refresh. Not too terrible, I just wish I hadn’t wasted a few hour trying to track down my crashing issues.

So close to having the level loop in place, then 12 hours tomorrow to build content. Yip Yip!