Tentative Basecode
I normally have a really sweet set of libs that let me focus on just the gameplay (or at least that’s the idea). I’ve been porting said libs from XNA to SharpDX but while doing so I’ve been less concerned with rapid development and more into power and capability. So this new stuff isn’t really all that great for game jams.
I’m still missing any sort of 2D UI and audio library, but I hope to write those before friday if I get time. If I do, I’ll update the zip.
Normally I’d have all this done but I’ve been working. I mean real work too, not making games like I used to. I’ve been … farming!
Like real farming with dirt and shoveling and mud, not killing orcs over and over for treasure and xp ![]()
It’s even a bit more chaotic than game development. You have random crunch days instead of predetermined months of crunch like in games. So you never really know how long you’ll be working or when. If it rains you get the day off! \o/
For tools I’ll be using my old 3dsmax 2009, 3dcoat, sharpdx11, quake army knife, sfxr, chronolapse to record a timelapse, the awesome gpu debugger thing renderdoc, and paint.net if I get my 2D code done.
For code, I’ve switched to visual studio 2010 ultimate and I really hope that doesn’t create problems for express folk if anyone wants to mess with my code (doubtful).
Also I used to use bryce for skyboxes but I sort of realized that the textures are predone, not generated. Oops. I don’t have any cubemap support in my code yet anyway.