J.l.n a grandi. 5 ans maintenant. Il ne se contente plus de regarder papa raconter des Zelda comme si c'était un livre interactif. Il a envie de prendre la manette. Oh, bien sûr il a déjà un peu chipoté dans Rayman Origins ou New Super Mario Bros Wii, mais surtout en mode "bac à sable" … Continue reading Même pas peur
Month: April 2018
definition files in geds3
The refactoring keeps going. I'm about to show the "load a map" feature, and then I'll have to show "how characters interact with the ground through properties".Meanwhile, I'm digging what sort of additional definitions a "Behaviour Editor on DS" should read, and how that would be translated into .h files that convert the "level 2" … Continue reading definition files in geds3
to $(AR) or not to $(AR)
During the preparation of the "controllers" tutorial, I faced a weird linking problem. I wanted to split the huge "controllers.cxx" file so that every controller would be in a sub-file that could be compiled separately and no longer depend on the code from other controllers unless there is a good reason for that. And all … Continue reading to $(AR) or not to $(AR)
shell functions
For so long, I have been creating aliases for my shell. "dir" would be "ls -la" and things like that. TCSH even had ways to retrieve some attributes to the aliases. building 20 student programs and testing them would have merely required me to type N (for next), B (for build) and T (to launch … Continue reading shell functions
Dear ImGUI,
I hope you enjoyed the week-end. It sure was a pleasure to have you around, and getting some pixels rendered without having to bother with ./configure, plugging events into sockets or any kind of new classes.Sure, I wish you had time to stay for tea and I would have shown you my SpritePages, but I … Continue reading Dear ImGUI,
Tutorial revision goes on.
I reached the point where you can write very simple scripts and have them processed on the "tutorial" branch. Of course there isn't much follow-up at the moment despite the 3 forums on which I comment stuff. That doesn't really matter, although I'd love to get feedback on whether it reads well.What is really interesting … Continue reading Tutorial revision goes on.
Tutoriel libgeds – day 4
Bon, il est temps de vous montrer ce que libgeds peut faire pour ceux qui n\'ont pas le C++ dans le sang. Charger des fichiers, définir des animations, positionner les ennemis dans le niveau, tout ça peut être fait à partir de commandes dans des scripts texte lus et transformés en objets C++ par la … Continue reading Tutoriel libgeds – day 4
Tutoriel libgeds – jour 5
Redonner du mouvement au personnage dans geds, ça correspond à spécifier une série de contrôleurs pour l\'état choisi. Chaque contrôleur a une mission bien précise, p.ex. ici Code: state0 :anim1 { using dpad using momentum(x to 512) using momentum(y to 512)}dpad va lire les registres de la console et sauver les directionsmomentum va utiliser les … Continue reading Tutoriel libgeds – jour 5