{"author_link":"\/users\/noxim","author_name":"Noxim","author_uid":"noxim","comments":[],"epoch":1555542215,"event":"LD44","format":"md","ldjam_node_id":142449,"likes":14,"metadata":{"p_key":"127936","p_author":"Noxim","p_authorkey":"1003960","p_urlkey":"344066","p_title":"Crunch time engine development: Commit count 126","p_cat":"LDJam ","p_event":"LD44","p_time":"1555542215","p_likes":"14","p_comments":"0","p_status":"WAYBACK","us_key":"1003960","us_name":"Noxim","us_username":"noxim","event_start":"1556236800","event_key":"75","event_name":"LD 44"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD44","removed_author":false},"_superparent":139254,"_trust":1,"author":3960,"body":"# Hi :v: \n\nFor every LD I've told myself I would make my games in my own engines _(and I kind of came close to that with LD39 and LibGDX)_, but I haven't been truly able to do that :sweat_smile: \n\nFor the past 2 weeks I've been crunching hard on my 6-months-in-off-and-on-dev engine, cleaning it up and finishing all the necessary features for basic games:\n\n_(ravine is a little game I'm making just to see what the shortcomings of my engine are)_\n![ldpost0.gif](\/\/\/raw\/87f\/z\/20203.gif)\n\nHere it is, its called **Kea** and [here](https:\/\/owo.codes\/noxim\/kea)\u00a0is its repository. It has a [very simplified API](https:\/\/noxim.owo.codes\/kea), which many will see as a downside, but this is meant for me to build small scale, unambitious projects like game jams and such. I don't need complex frame graph renderers or GPU particles, just a sprite renderer :wink:\n\n# Where I am now\nCurrently I have 6 platforms supported:\n\n* Desktop: Windows, MacOS and Linux\n* Mobile: Android, iOS\n* Console: Nintendo Switch (homebrew though, I don't have a real Nintendo License :pensive:)\n\nWith a developer backend for OpenGL and in-dev backends for Vulkan, DX12 and Metal through [gfx-hal](https:\/\/github.com\/gfx-rs\/gfx).\n\nIn addition to a rendering abstraction I have a fairly solid interface for cross-platform input, and an asset packaging and loading system. _(Sidenote: File containers are fun to write)_\n\nPast few weeks I've made way more strides in the engine development than the previous 3 months combined. There is still a lot to do though.\n\n# What needs to be done\nMy main concern right now is **audio**. I have completely neglected sfx API development, and its crucial for a decent jam game. I've been [toying with an API](https:\/\/noxim.owo.codes\/kea\/kea\/audio\/index.html) that might not be absolutely terrible, but also does not currently have any support on any of the platforms I have.\n\nThe next 2-3 days I will focus 100% (read: 70%) on getting the audio API off the ground and into a workable state. And when that's done... There's always more to do :wink:\n\n# Oh, and I'm in! :tada:\nGood luck to all!","comments":0,"created":"2019-04-17T22:32:08Z","files":[],"files-timestamp":0,"id":142449,"love":14,"love-timestamp":"2019-04-19T17:40:10Z","meta":[],"modified":"2019-04-19T17:40:10Z","name":"Crunch time engine development: Commit count 126","node-timestamp":"2019-04-17T23:03:35Z","parent":142448,"parents":[1,5,9,139254,142448],"path":"\/events\/ludum-dare\/44\/$142448\/crunch-time-engine-development-commit-count-126","published":"2019-04-17T23:03:35Z","scope":"public","slug":"crunch-time-engine-development-commit-count-126","subsubtype":"","subtype":"","type":"post","version":422851},"node_metadata":{"n_key":"142449","n_urlkey":"344066","n_parent":"142448","n_path":"\/events\/ludum-dare\/44\/$142448\/crunch-time-engine-development-commit-count-126","n_slug":"crunch-time-engine-development-c","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"3960","n_created":"1555540328","n_modified":"1555695610","n_version":"422851","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/44\/$142448\/crunch-time-engine-development-commit-count-126","text":"# Hi :v: \n\nFor every LD I've told myself I would make my games in my own engines _(and I kind of came close to that with LD39 and LibGDX)_, but I haven't been truly able to do that :sweat_smile: \n\nFor the past 2 weeks I've been crunching hard on my 6-months-in-off-and-on-dev engine, cleaning it up and finishing all the necessary features for basic games:\n\n_(ravine is a little game I'm making just to see what the shortcomings of my engine are)_\n![ldpost0.gif](\/\/\/raw\/87f\/z\/20203.gif)\n\nHere it is, its called **Kea** and [here](https:\/\/owo.codes\/noxim\/kea)\u00a0is its repository. It has a [very simplified API](https:\/\/noxim.owo.codes\/kea), which many will see as a downside, but this is meant for me to build small scale, unambitious projects like game jams and such. I don't need complex frame graph renderers or GPU particles, just a sprite renderer :wink:\n\n# Where I am now\nCurrently I have 6 platforms supported:\n\n* Desktop: Windows, MacOS and Linux\n* Mobile: Android, iOS\n* Console: Nintendo Switch (homebrew though, I don't have a real Nintendo License :pensive:)\n\nWith a developer backend for OpenGL and in-dev backends for Vulkan, DX12 and Metal through [gfx-hal](https:\/\/github.com\/gfx-rs\/gfx).\n\nIn addition to a rendering abstraction I have a fairly solid interface for cross-platform input, and an asset packaging and loading system. _(Sidenote: File containers are fun to write)_\n\nPast few weeks I've made way more strides in the engine development than the previous 3 months combined. There is still a lot to do though.\n\n# What needs to be done\nMy main concern right now is **audio**. I have completely neglected sfx API development, and its crucial for a decent jam game. I've been [toying with an API](https:\/\/noxim.owo.codes\/kea\/kea\/audio\/index.html) that might not be absolutely terrible, but also does not currently have any support on any of the platforms I have.\n\nThe next 2-3 days I will focus 100% (read: 70%) on getting the audio API off the ground and into a workable state. And when that's done... There's always more to do :wink:\n\n# Oh, and I'm in! :tada:\nGood luck to all!","title":"Crunch time engine development: Commit count 126","wayback_source":[]}