Best get crackin'
I'm one of those masochists that decides to use their own custom-built game engine for Ludum Dare. In the past, I used a simple and largely ineffective library written in Java. Last jam, I did considerably worse and used a library written in C, which was actually surprisingly usable.
However, I recently decided that I would like to support Emscripten as a backend for the next Ludum Dare. And, due to some horrible pointer hacks, I'm relatively certain that Emscripten would be unhappy with my C library.
So I've thus decided that I need to write a new C++ library from the ground up for the next competition, with all the boilerplate necessary to get it to compile both to desktop platforms and to Emscripten.
I do have some of a start, as I have written some basic stuff for an Entity-Component system. But I can practically guarantee that, as is my tradition, I'll be writing all sorts of new stuff for my library during the competition.
See you all there!