Showing only posts tagged allegro. Show all posts.

Drawing Order

I really want to implement drawing order in my node based graphics engine in vsge.

Node based meaning, that I actually have a nodetree, each node containing a pointer to the parent and a children list. This means that each node handles drawing of the children, so the graphics engine …

al_uninstall_sytem()

I spent 2 hours debugging last night and another 2 hours today to find the reason for random crashes at application exit.

When using Allegro 5 in a shared library, it is very important to use al_uninstall_system() manually (I guess allegro can’t call this in atexit() in those cases …

Switching to Allegro 5

Since Allegro 5 has been released a long time ago, I thought I’d give it a try. I was pretty impressed by it, so I started rewriting my vsge2D game engine (which really just had only a basic structure though) using Allegro 5.

This turned out to be a …

Fixed my MinGW + Allegro Problems

In the end it wasn’t even the sjlj/dw2 problem after all. I thing I had a buggy snapshot of MinGW or so, or failed when using mingw-get-inst ;P

Whatever it was, my compiler is working and I’m happy.

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Problems and more Problems

So Allegro 4.3 doesn’t work. Apparently it has something to do with me having updated MinGW to 4.6.2 and having to recompile all my libraries and therefor all their dependencies and in the end noticing I wouldn’t be able to compile the MiniDirectX SDK needed …

2D Game Engine

*I’m back!* Because of my final exams at school, I didn’t have to much time for things I actually like doing, hence this blog not getting too much attention.

I never actually had a good structure in any of my game projects. This eventually led to chaotic code …

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