Yes its mentioned yet again – anyone whom previously had a crack at building/running my games has always had trouble with the little library of mine: unmet dependencies, instability, high memory usage… The lot basically. But no more – LD22 is the third Ludum Dare this will be in and for those already agonizing over the prospect fret not: I’ve done a 95% re-write job. Thats a 45% lower memory footprint – zero, nicht, niet, yada, rien, null, nil, rei third perty dependencies – a 40% decrease in executeably size, direct interfacing with X11/WINAPI (although to be fair WINAPI support is still being written) as well as a 35% lower cpu usage for general rendering making it much more GPU limited.
TMX, PNG and TGA support remains key, the OpenAL implementation is now finally steaming ahead so oggs may come with my next entry
and the particle engine is being re-written for much more oompf. A simple data record storage solution is done so no more folders full of config files (expect the one telling the app how to load/where to find the db). Nice.
And for the compilation? No more releases for X64 mint/ubuntu – its all going to be X86 code for windows & ubuntu for every release thanks to a few VMs. Finally – a game library that works.
Looks like it took 2 LDs and a few thousand lines of re-writes to get this all working, but now get your CPU’s and OpenGL cards at the ready!