Stuckie
Member
I suppose I should start shunting stuff over here, so I'll go with what I'm actively working on just now.
Original gubbins here: http://www.gp32x.de.../59428-glesgae/
GLESGAE ( GL ES Game Application Engine ) is an engine I started last year to help further my own graphics programming, and thought that it might be beneficial to write down tutorials along the way - as a way to help the community, and ensure I do in fact know what I'm doing
It stalled for a bit, but it's now back on track!
The name derives from the fact it works pretty well for what it describes, and it's a Scottish colloquialism for Glasgow, and me being Scottish, thought it was amusing!
There are two repositories on the go for this, one which is linked to the tutorials up on the Wiki, and another which is "bleedin' edge" and is likely to break from time to time, especially when I go about doing vicious wide-ranging rewrites of things.
Stable Repository: http://svn.xp-dev.co.../glesgae/trunk/
Wiki Link: http://pandorawiki.org/GLESGAE
Bleedin' Edge: https://github.com/stuckie/glesgae
The path outline changes as I need to do things, so neither the original post, or the current TOC on the wiki really give an outline of what's coming up... or at least, the ordering of it.
What I will be doing, is focusing on implementing Scripting via JavaScript over the next couple of months.
Oh yes... I has a plan for entering something into the Rebirth competition thingie... and you get GLESGAE for free.
In terms of the tutorial line - I've just finished writing up about Resources, although the code has not yet been fully tested and committed back to the stable repository as yet.
I have an overview chapter on the Graphics System to write up - with what mess I made of it in the unstable repository, and why, then I have a few utilities to write up on ( HashString, Logger and File... finally! ) before pushing over the JavaScript stuff into the stable repository.
This will mark the two of them as more or less in-line with one another, before ploughing ahead with binding stuff out to JavaScript.
There is method in my madness, but you'll just have to wait and see what comes out of it
Original gubbins here: http://www.gp32x.de.../59428-glesgae/
GLESGAE ( GL ES Game Application Engine ) is an engine I started last year to help further my own graphics programming, and thought that it might be beneficial to write down tutorials along the way - as a way to help the community, and ensure I do in fact know what I'm doing
It stalled for a bit, but it's now back on track!
The name derives from the fact it works pretty well for what it describes, and it's a Scottish colloquialism for Glasgow, and me being Scottish, thought it was amusing!
There are two repositories on the go for this, one which is linked to the tutorials up on the Wiki, and another which is "bleedin' edge" and is likely to break from time to time, especially when I go about doing vicious wide-ranging rewrites of things.
Stable Repository: http://svn.xp-dev.co.../glesgae/trunk/
Wiki Link: http://pandorawiki.org/GLESGAE
Bleedin' Edge: https://github.com/stuckie/glesgae
The path outline changes as I need to do things, so neither the original post, or the current TOC on the wiki really give an outline of what's coming up... or at least, the ordering of it.
What I will be doing, is focusing on implementing Scripting via JavaScript over the next couple of months.
Oh yes... I has a plan for entering something into the Rebirth competition thingie... and you get GLESGAE for free.
In terms of the tutorial line - I've just finished writing up about Resources, although the code has not yet been fully tested and committed back to the stable repository as yet.
I have an overview chapter on the Graphics System to write up - with what mess I made of it in the unstable repository, and why, then I have a few utilities to write up on ( HashString, Logger and File... finally! ) before pushing over the JavaScript stuff into the stable repository.
This will mark the two of them as more or less in-line with one another, before ploughing ahead with binding stuff out to JavaScript.
There is method in my madness, but you'll just have to wait and see what comes out of it
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