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Development Log

Saturday, 17 April 2010. Thoughts On Engine Design. Writing an engine is hard it seems. Even a simple 2D one. It's not hard from a programming point of view however (the direct application of language know-how to fulfil a task), it's the design that gets you. When I started coding in C using the WinApi and DirectX, the problems facing me were "How do I do X using Y? I want, I'm battling my own API to make it work how. Is something subject to change at any given moment. That's the basic run down anyway.

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Development Log | solblast-progblog.blogspot.com Reviews
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Saturday, 17 April 2010. Thoughts On Engine Design. Writing an engine is hard it seems. Even a simple 2D one. It's not hard from a programming point of view however (the direct application of language know-how to fulfil a task), it's the design that gets you. When I started coding in C using the WinApi and DirectX, the problems facing me were How do I do X using Y? I want, I'm battling my own API to make it work how. Is something subject to change at any given moment. That's the basic run down anyway.
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Development Log | solblast-progblog.blogspot.com Reviews

https://solblast-progblog.blogspot.com

Saturday, 17 April 2010. Thoughts On Engine Design. Writing an engine is hard it seems. Even a simple 2D one. It's not hard from a programming point of view however (the direct application of language know-how to fulfil a task), it's the design that gets you. When I started coding in C using the WinApi and DirectX, the problems facing me were "How do I do X using Y? I want, I'm battling my own API to make it work how. Is something subject to change at any given moment. That's the basic run down anyway.

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solblast-progblog.blogspot.com solblast-progblog.blogspot.com
1

Development Log: August 2008

http://solblast-progblog.blogspot.com/2008_08_01_archive.html

Sunday, 31 August 2008. Damn my low attention span! Edit: The crappy image host deleted the images which used to be here). As you can see (well not any more.). I've actually started making stuff in Allegro now. And I'm really enjoying it! Hopfully eitehr of these projects see release. I only need to fix that tetris bug, add a few little features and some score displays and it's ready to roll! The metroid one will take a little longer. I'll update again if either project does something interesting.

2

Development Log: April 2008

http://solblast-progblog.blogspot.com/2008_04_01_archive.html

Thursday, 24 April 2008. I thought I'd write a little about my newest C assignment. Basically the specification states I need to create a simple textured box room (four walls and a floor), with three textured cubes which move around in a random direction within it and bounce off the walls on collision with them. Oh yeah! And the cubes all have to rotate along each axis toggle-ably. Now for a guy who hates DirectX, this is just…Unappealing to say the least. So, since it seems that I. I got my next Program...

3

Development Log: The past year or so.

http://solblast-progblog.blogspot.com/2010/04/past-year-or-so.html

Thursday, 8 April 2010. The past year or so. Almost two years since my failed experiment in blogging and I don't have a single finished project to show for it (Well, except that gameboy Tetris port. That's as finished as I care to make it.). That's quite depressing really now that I have it written out in front of me. Naturally, I've started and subsequently canned a sizeable array of projects. The latest project fighting to keep its proverbial neck above the waterline would be a yet unnamed shooter.

4

Development Log: Primitives....*blink*

http://solblast-progblog.blogspot.com/2008/04/primitivesblink.html

Friday, 4 April 2008. I really think the author could have trimmed the fat here a little. His way of doing things seems to be. Tell us about a drawing function. Listing the full source code for the amended version of what you were previously working on, instead of simply listing the bit that's changed and telling us where to put it. Simplifying stuff that'd be a real pain in the ass to do unaided? I also really like the look of this do line() function. It's looks like it'll be handy alright. Tomorrow I s...

5

Development Log: April 2010

http://solblast-progblog.blogspot.com/2010_04_01_archive.html

Saturday, 17 April 2010. Thoughts On Engine Design. Writing an engine is hard it seems. Even a simple 2D one. It's not hard from a programming point of view however (the direct application of language know-how to fulfil a task), it's the design that gets you. When I started coding in C using the WinApi and DirectX, the problems facing me were "How do I do X using Y? I want, I'm battling my own API to make it work how. Is something subject to change at any given moment. That's the basic run down anyway.

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Development Log

Saturday, 17 April 2010. Thoughts On Engine Design. Writing an engine is hard it seems. Even a simple 2D one. It's not hard from a programming point of view however (the direct application of language know-how to fulfil a task), it's the design that gets you. When I started coding in C using the WinApi and DirectX, the problems facing me were "How do I do X using Y? I want, I'm battling my own API to make it work how. Is something subject to change at any given moment. That's the basic run down anyway.

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