@dailyslurbot as someone who is part norwegian I believe goat is more accurate
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
@wowaname using JavaScript is not in-and-of-itself "anti-user", you're being a massive whiny faggot. People like you are why "free software" is not taken seriously. Go be an unlikable shitstain somewhere else.
@wowaname obviously because it's not finished?
why do you take this so personally? Just ignore the warning, no need to be a massive prick.
@wowaname the website has like nothing on it right now so it won't matter
@gentoobro After talking with some Allegro experts and clearing things up I had decided that the built-in event timer is good enough for managing game logic. It abstracts all of the math involving timings for me. The reason I use my own delta time math here for the renderer, instead of creating a second Allegro timer for it, is so that I have enough control over it to monitor render performance.
Other OpenGL software runs at any framerate just fine and I have VSync off on Picom (my X11 compositor) so it might be an internal limitation. Have not tested on Windows yet.
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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