Well, a lot has changed since the last posting here. I'm now running and developing entirely on Linux, with OpenIL images, OpenAL sound, and SDL/GL video interface. I'm really loving the new development environment (Anjuta = beautiful), and I'm finally coming to accept the GNU autotools.
Aside from that, the other big change is the new use to which the engine has been tasked. The engine (codenamed Sparrow for the time being, connotations of "light" and "fast" intended) is going to be running game-theoretic evolutionary simulations, a project that I've been turned onto by Adadm Elga, a professor here at Princeton and a specialist in decision theory and the philosophy of science. More on how this all works will be written up here once I get around to implementing the simulation logic module.
Big changes, then:
- Sound system is a class, loads OGGs, plays SFX and streams background music
- Menus are (almost) totally redesigned and actually look tolerably decent now (these had been completely broken since the 16-px font-size change about 6 months ago)
- More and more reliance on the event system, planning on introducing an EventHelpers namespace with inline functions for sending the more complicated events
- Numerous, numerous cleanup changes and restriction of player movement and such pertaining to the fact that it isn't really a game anymore so much as a 3D visualization system
- The QuakeC is becoming dangerously close to phased-out. Ideally, that's something I'd like to do (to get the sim-logic into C++) but it's not something I'd planned would happen just by not needing any of the QC code anymore.
- More stuff to come in future entries...