December 2020

You can’t break a file that doesn’t exist

Don’t get me wrong, I still want to redo the map loading feature, but for now it does work on device. This gets filed under “duh.” I was trying to track down why the map file wasn’t loading correctly on the ClockworkPi GameShell device, but it looked fine on my Linux PC. I went through the trouble of setting up NERDtree in Vim on the device itself (I also have it on my Linux dev box). It will certainly be… Read More »You can’t break a file that doesn’t exist

Closer to making games

After fixing the build process I’ve been spending some time making sure the existing features don’t break and work correctly with the scaling feature. I’ve merged the git repo from the engine with a new one I created for a game jam project from the past that has mostly been just an idea. This was all quite easy with the tools that I’ve setup, more on that process in Version Control. If you have a company that is looking for… Read More »Closer to making games

Fake it until you Make it

Well that feels like multiple steps back to get in the exact same place, but this is actually progress. See what had happened was… Until discovering KDevelop I spent too much time relying on Eclipse once I configured it to just work. And it did and it does. But eventually I’d like to move away from Eclipse to KDevelop. Meanwhile, I was not able to compile using my other default build system of (GNU) Make and a Makefile. This is… Read More »Fake it until you Make it

Version Control

Git is it. There’s a lot of reasons for why I use Git, and I’ll go into that and the implementation that I’m doing.

CMake vs. Make

One thing you notice right away in KDevelop is that they like to use CMake. Up until now I’ve always just used Make, I mean path of least resistance, right? There’s a great blog post on Perpetual Enigma about the differences, so I’ll just summarize here. Make will always be used as it’s part of the CMake build process, but CMake adds what’s basically an abstraction layer to create the Makefile per platform you’re building on. It stands for Cross-platform… Read More »CMake vs. Make

Dwarf error

Jumping back in with troubleshooting on the Makefile and build process in my game engine project in hopes of being able to: Build on the target device (ClockworkPi GameShell) Migrate to KDevelop for my new main IDE I’ve come across a curious DWARF error. No not one of these guys: DWARF errors are simply the format that GCC debugger uses. User tuxdev on linuxquestions says that you should clean your project, check the includes and dependencies and then rebuild. Well… Read More »Dwarf error

KDevelop Continued

One thing I really like so far in KDevelop is that it’s got a clean, easy to understand UI. Also the performance is great. ~❯ ps u -C kdevelop   USER         PID %CPU %MEM    VSZ   RSS TTY      STAT START   TIME COMMANDayoungb+   73442  3.2  2.3 2662272 374068 ?      Sl   19:02   1:24 /usr/bin/kdevelop But as you may be able to see there are still some errors that I didn’t know I’d introduced in this particular project that I’m ironing out with the Project… Read More »KDevelop Continued

Developer Environments

How we do what we do is often as important as what we do. Thus, I’m discussing a recent decision to shift IDE’s with more to follow on that process. Quickly before that I’d like to discuss my hardware: I have a Dell XPS 13 9370 that I purchased for my day job in IT at oakcityit.net. I jokingly tell people I bought a replacement for my 2011 MacBook Pro and found the best MacBook on the market at the… Read More »Developer Environments