Implemented a globally-visible bitmask of user input to be passed to worldThread during game loop
I have no I/O functions yet, so my debug and render variables are set from the command line.
Taking a few days because I want to perfect the absolute basics before I continue and get rid of any technical debt. Simple menu framework on the main thread will be the next step. Then a globally visible GameObject layer to be read by the renderer and animation systems in state INGAME
LibAlleg does not have a guide on framerate-independent game logic, which makes removing the FPS cap difficult. No worries, I could do multithreading.
Except for some ungodly reason, the renderer is hard-capped at 60 frames per second, agnostic to my own code. This is "120"
I only found this out the hard way when my timescale math inadvertently caused the publisher intro to be twice as long instead of just being double the framerate.
At that time I had not implemented a delta timer because I was relying on Allegro's event timers for pacing, so I had no way of viewing the framerate until I took this screenshot. You can probably imagine the hours I wasted trying to fix my code not realizing what was happening.
*sigh* time to contact the IRC again...
Twitter Crosspost
jameskii are you okay
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RT @Jameskii
how do i explain this order to my accountant
https://twitter.com/Jameskii/status/1580345359234056194
CEO Canithesis Interactive, sysadmin Worlio LLC
wipEout and THE FINALS fan
UNIX enthusiast, Java / C# / C++ Dev
Missouri, United States
I made the Firestar Mod Manager for Playstation Vita. Currently working on a danmaku shooter.
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