General rambling about game development and design by a professional games developer. Pickings at Python, complaints about C, lashings of Lisp, and whatever else is the language du jour.
Friday, February 4
Bricolage progress.
The initial version of the Bricolage engine is complete. It uses nedmalloc for memory allocation, EASTL for generic containers and GLEW and GLFW for OpenGL and platform abstraction layers, although at the moment the only platform I'm supporting is Windows. It should be more than enough to get an image on the screen, run a shader, and build some basic component - entity architecture. So, here we go...
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