{"author_name":"ondrew","cat":"LD #14 - Advancing Wall of Doom - 2009","comments":[{"author_name":"","time":"April 18, 2009 3:50 pm","epoch":1240087800,"text":"I love the concept of oncoming locusts as a wall of doom.","spam":"N"}],"epoch":1240080420,"likes":0,"metadata":{"p_key":"73664","p_author":"ondrew","p_authorkey":"489","p_urlkey":"109486","p_title":"VBOs of Locust","p_cat":"LD #14 - Advancing Wall of Doom - 2009","p_event":"LD14","p_time":"1240080420","p_likes":"0","p_comments":"1","p_status":"UPD5","us_key":"489","us_name":"ondrew","us_username":"ondrew","event_start":"1239926400","event_key":"90","event_name":"LD14"},"text":"<p>Although it doesn&#8217;t seem like it from the picture, there are hordes of locusts swarming\u00a0 there and back :).<\/p>\n <p>I&#8217;m usually trying to learn some new technology during these short compos :). So this time I managed to get rid of immediate mode and use vertex buffer objects.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/04\/ss00002.png\"><img class=\"alignnone size-full wp-image-5223\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/04\/ss00002.png\" alt=\"\" width=\"500\" height=\"387\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/04\/ss00002-300x232.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/04\/ss00002.png 806w\" sizes=\"(max-width: 500px) 100vw, 500px\" \/><\/a><\/p>\n <p>I want to finish up the base logic before going to sleep.<\/p>\n <p>For tomorrow:<\/p>\n <ul>\n <li>tune gameplay<\/li>\n <li>design levels<\/li>\n <li>replace ugly crap with pretty graphics <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/li>\n <li>particle systems<\/li>\n <\/ul>","time":"April 18th, 2009 1:47 pm","title":"VBOs of Locust"}