Noxim

LD 41

Let's try to get something done this time!

My last LD went kind of... uhh, well let's not talk about it :sweat_smile:

:beers: Heres to a new LD and may the odds ever be in your favor!

LD 42

I'm in

Obligatory post is obligatory :joy:

Not sure what tools I'll be rocking this time, I'm hoping to do something in Rust but have no clue on the engines. Possibly will revert to LibGDX or Unity depending on what I end up with.

LD 44

Crunch time engine development: Commit count 126

Hi :v:

For every LD I've told myself I would make my games in my own engines (and I kind of came close to that with LD39 and LibGDX), but I haven't been truly able to do that :sweat_smile:

For the past 2 weeks I've been crunching hard on my 6-months-in-off-and-on-dev engine, cleaning it up and finishing all the necessary features for basic games:

(ravine is a little game I'm making just to see what the shortcomings of my engine are) ldpost0.gif

Here it is, its called Kea and here is its repository. It has a very simplified API, which many will see as a downside, but this is meant for me to build small scale, unambitious projects like game jams and such. I don't need complex frame graph renderers or GPU particles, just a sprite renderer :wink:

Where I am now

Currently I have 6 platforms supported:

  • Desktop: Windows, MacOS and Linux
  • Mobile: Android, iOS
  • Console: Nintendo Switch (homebrew though, I don't have a real Nintendo License :pensive:)

With a developer backend for OpenGL and in-dev backends for Vulkan, DX12 and Metal through gfx-hal.

In addition to a rendering abstraction I have a fairly solid interface for cross-platform input, and an asset packaging and loading system. (Sidenote: File containers are fun to write)

Past few weeks I've made way more strides in the engine development than the previous 3 months combined. There is still a lot to do though.

What needs to be done

My main concern right now is audio. I have completely neglected sfx API development, and its crucial for a decent jam game. I've been toying with an API that might not be absolutely terrible, but also does not currently have any support on any of the platforms I have.

The next 2-3 days I will focus 100% (read: 70%) on getting the audio API off the ground and into a workable state. And when that's done... There's always more to do :wink:

Oh, and I'm in! :tada:

Good luck to all!

Commit #131

As of 8c2eb9 I have (rudimentary) audio support in my engine! Now, this needs a lot of polishing and bug fixing before its usable for large scale projects but right now I say its good enough for Ludum Dare!

I am ready to dare! :tada:

Last minute engine development and site setup

So, Ludum Dare starts in little over 51 hours... Time to do some crucial engine development, isn't it? :laughing:

I've just started porting Kea to web, and if you care at all about it, you can see it on my freshly setup blog at blog.noxim.xyz

Yup nope, no WASM port

Looks like my time is running out. 5 hours left, and im not even close. Looks like desktop + android + ios + switch are going to be my only targets :wink: