{"author_name":"Jedi","cat":"MiniLD","comments":[{"author_name":"","time":"July 22, 2011 2:41 pm","epoch":1311363660,"text":"You&#8217;re brilliant. <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/>","spam":"N"}],"epoch":1311325980,"likes":2,"metadata":{"p_key":"65506","p_author":"Jedi","p_authorkey":"4799","p_urlkey":"101302","p_title":"Psyched for MiniLD #28!","p_cat":"MiniLD","p_event":"LD21","p_time":"1311325980","p_likes":"2","p_comments":"1","p_status":"UPD5","us_key":"4799","us_name":"Jedi","us_username":"jedi","event_start":"1313712000","event_key":"7","event_name":"LD21"},"text":"<p>Hello, strangers.<\/p>\n <p>I&#8217;ve somehow stumbled across Ludum Dare and wonder how I&#8217;ve missed it for this long. I hope to participate in the next LD but I&#8217;ll definitely be giving the mini a go as I&#8217;m sure I&#8217;ll need the practice.<\/p>\n <p>I&#8217;ve been inspired by the likes of Praetor and dock and since I love Ogre myself, I&#8217;m going to try to follow in their footsteps. I tried making a game in 6 hours to get a feel for the process &#8211; I actually managed to make something &#8220;playable,&#8221; though there was no concept of reward or punishment or even score.<\/p>\n <p>Since I haven&#8217;t been in the compo before, I&#8217;ll be making a framework as I go. I&#8217;ll probably use:<\/p>\n <ul>\n <li>Ogre (and the examples framework)<\/li>\n <li>C++ (MSVC 2005)<\/li>\n <li>Bullet and btOgre<\/li>\n <li>An Ogre DotScene loader I got from the Ogre wiki<\/li>\n <li>FMOD or maybe openAL<\/li>\n <li>Blender 3d<\/li>\n <li>The Gimp<\/li>\n <\/ul>\n <p>So far, I have a VERY simple, sloppy framework down. It&#8217;s not really meant for public compilation, there&#8217;s hard-coded paths and whatnot right now. Still, you can see it <a href=\"http:\/\/sites.google.com\/site\/ajedisjourney\/home\/src.7z\">here.<\/a> You can load a scene and run and jump around in it, FPS-style.<\/p>\n <p>So, Is there anything cool about what I&#8217;m doing? I think so!<\/p>\n <p>My thinking for this is that I need to mini-mini-minimize development time. Generally, it can take 60 seconds or more from the time I press ctrl-F5 to when I actually have everything loaded, physics initialized and can see results on my screen. I need to minimize that! To do this, I invented a methodology just for Ludum Dare that I&#8217;m calling, &#8220;Keep it running, stupid.&#8221;<\/p>\n <p>Each component (player, Level, Enemy1, Enemy2, etc) gets its own project and is built as a .dll file. The main app, which is rarely rebuilt, is always running.<\/p>\n <p>When I build a component, like my player .dll, I have a pre-link event that tells my main app to unload the .dll. I implement this as an AutoHotkey script. The .dll can serialize it&#8217;s data upon unloading, if I want. Then I have a post-build event to reload the .dll and bring my game in focus.<\/p>\n <p>I only have this implemented with two .dll&#8217;s at the moment, Player and Scenery. Time will tell how much this actually helps me in the long run but for now, it&#8217;s VERY rewarding to make a change in code and be playing it two seconds after I press F7!<\/p>","time":"July 22nd, 2011 4:13 am","title":"Psyched for MiniLD #28!"}