Wagic on Mac OS
J, the incredible mad scientist behind the port of JGE (and therefore Wagic) for Linux is back and made awesome progress on a Mac port. We’re not entirely there yet, but this screenshot shows...
J, the incredible mad scientist behind the port of JGE (and therefore Wagic) for Linux is back and made awesome progress on a Mac port. We’re not entirely there yet, but this screenshot shows...
I have been working on Wagic for more than 2 years now, and it’s become quite big for a homebrew game. In terms of gameplay and features of course, but also in terms of...
The Latest SVN Revision of Wagic has 22’000 lines of code. By comparison, the codebase was around 15’000 lines in November last year. I don’t believe that code gets better when it grows. Actually,...
I’ve already talked about the testing suite here, but this thing saved me countless hours of bug chasing, so I think it deserves one more article. As you may probably know by now, this...
It sometimes takes a while to get the correct implementation of a specific part for a piece of software. I’ve spent months thinking about Wagic without coding one single line in the hope that...
I’ve spent two awful weeks debugging stupid stuff. Although it made me learn a lot about debugging techniques in Visual Studio, it was overall an incredible waste of time. I still didn’t figure out...
Coding C++ is painful. coding for the PSP is painful. Even with tools such as PSPLINK, compiling and testing takes time, especially since the PSP tends to crash a lot (previous versions of PSPLinks...
Developing for the PSP is tough, especially since I have close to no experience in video game creation. I am aware of the performance issues that I could run into on such a device,...