Cross-platform, cross-language development is quite tedious... 🙃
You need to wait for builds to finish, then test on three different OS with different ways to load things.
At least with a Windows machine, you get a Linux environment via WSL2 for free, although it doesn't launch via dotnet run.
And finally you also need access to macOS somehow.
Is this AI generated, or someone thinks middleware aimed for game development is the same as a game engine?
Regardless, can someone help me in finding some kind of #opensource middleware similar to #raylib, #sdl, #sfml, and #glfw? I can't find anything else, especially thanks to #seo and/or people not understanding the difference between engine and middleware. All I need is a fixed buffer audio stream (worst case scenario, I'll use my own that I started writing for my own middleware I can't finish due to lack of time), input handling, and creating an OpenGL window. I don't have enough time to tinker with my own middleware and/or directly hooking into the OS (thanks to SEO, a lot of the search results are also garbage for stuff like rawinput).
Dammit... #SFML socket classes are NonCopyable through declaring their copy constructors private.
This prevents the autogeneration of the move constructors.
Thus, by proxy, I cannot make a factory function that would return std::expected<sf::UdpSocket, ErrorType>, because it has value semantics 😭
And I C++ diagnostics really didn't help here - I had the socket wrapped in another class that I wanted to return in the expected and all I got was "cannot convert from 'Client' to 'std::expected<Client,ErrorMessage>'"
The dungeon crawler project got too complex, so I decided to abandon it for now. I decided to make a clone of one of my all time favorite arcade games, Spy Hunter.
Changed destroyed vehicle sprites from "charred" to wrecked cars like what the original Spy Hunter had. It just looks better since they are usually destroyed by bullets and not explosions.
Finally got a logo on the title screen/menu along with a title for this game. Shout out to @Mr_NutterButter for the logo and for coming up with the name.
It actually looks too good, especially compared to the actual game.
I'm debating whether or not I should have silent credits because the credits sequence is so short, no matter how much I pad it out (I use a lot less stock assets this time).
So, the game is basically done. I could add more levels and stuff, but I'm burnt out and want to move on. It's playable from start to finish and that's all what matters. It also isn't as polished as the last game, but that's because I've switched both languages and frameworks.
Expect a release later today. I just need to create a page for it on my website. It might be for Linux only for the time being because I currently don't have access to a Windows PC and I don't really feel like cross-compiling with MinGW and Wine.