{"id":236,"date":"2021-02-03T15:38:56","date_gmt":"2021-02-03T20:38:56","guid":{"rendered":"https:\/\/devlog.oakcityit.net\/?p=236"},"modified":"2021-02-03T15:38:57","modified_gmt":"2021-02-03T20:38:57","slug":"global-game-jam-2021","status":"publish","type":"post","link":"https:\/\/devlog.oakcityit.net\/global-game-jam-2021\/","title":{"rendered":"Global Game Jam 2021"},"content":{"rendered":"\n
Now with Online only!<\/p>\n\n\n\n
The Global Game Jam is always good fun and a great place to learn and try out new ideas. I’ve been doing these since around 2010 and these game jams have lead to introductions that became partnerships and hires on projects. Since I’ve gone “full-indie” (A.K.A. I have a different career for my day job) I do game dev as a real hobby job – that is I’m free (as in freedom) from any financial concerns in my game dev projects. My goals have changed a bit and it’s freed me up to do things like what my friend Nic suggested in making my own game engine. I’m pretty sure even then I told him at the time he was crazy but he showed me the 3D Engine that he was already well into development himself. Eventually I caved and decided to make my own 2D Game Engine built on SDL2 with C++ and typically speaking, the least possible other tech stack\/libraries.<\/p>\n\n\n\n
Ultimately the driving factor that nudged me to making my own engine despite years of having my own ambitions drive home the message of “don’t re-invent the wheel” was the ClockworkPi GameShell.<\/p>\n\n\n\n