Test - C++ Highlighting

Just wanted to test if syntax highlighting of code works correctly in our blog, but instead I posted actual code from our framework. This is all that’s needed to get an OpenGL Viewport/Window/Screen on any supported platform. int main( int argc, char* argv[] ) { Platform::initialize( argc, argv ); Platform::run( &g;_application, 320, 480 ); Platform::shutdown(); } ps: By the screensize you might be able to deduce the platform I copied this from ;)

Mac OSX 10.6 - Snow Leopard - Carbon

I just upgraded one of our development MacBooks to Snow Leopard. Good news, everything is up and running … faster. Bad news our framework for OSX is based on Carbon and lots of the functions and methods we use are deprecated or removed. Looks like I finally have no choice and have to port the framework to Cocoa. Back to square one. How do I open a window with OpenGl support?

Status - Andreas

Didn’t get a lot of work done since the GDC, so here is the (short) list: Added building via lace to two projects. Looks promising, but still has some kinks to work out. Did some input routing cleanups. Did some work on the slider/scrollbar element. Remove libfake dependency from font converter. Should work under “all” platforms now. Blockers and Stuff: Up and down is seriously messed up and costs alot of time when building/creating UI stuff.

GDC 2009

Game Developer Conference 2009 Europe in Cologne is over. Met some old friends and made some new ones. The whole thing was pretty exhausting. Listening to presentations, panels and keynotes forthe whole day, networking during the breaks and “partying” all night. Actually I skipped the Gameforge party on monday, but made more than up for it at the Crytek party on tuesday. All Gamefolks are crazy. And I like it. Even some weird “sunny delight” stories ;)

Eye Candy - More UI System

The filechooser dialog is actually working: OSX: The filesystem is nicely abstracted, so we can also browse pak files or networked stuff. Linux: No box here right now, but it should still be working. Windows: 98% there. Steffen only has to port 3 or 4 files. iPhone: Should be alright, but I’m still on the replacement notebook :( Next step: Make the slider work ;)

Eye Candy - UI System coming along nicely.

The work of the last nights has paid off and the UI System is starting to shape up. Linux: OSX: iPhone: Should work, but my MacBook is still being repaired. Windows: Steffen will start this weekend to do the Windows port. We already have a running Win32 lib so this looks promising. The fonts look a little dim, but that’s only due to using the COLOR of the pixel to blend with the background.

Wiki

So far we have been using MediaWiki for our internal documentation, but now we have an external artist who needs access to some areas of the Wiki (Artguides and the specific project he’s working on). Naturally he’s not allowed to see our other projects. Per page ACLs are a mess with MediaWiki, which is understandable sinc Wikis are usually as open as possible. Se we started looking into new solutions.

New blog!

Well, not actually new, just an attempt to unify the information that is spread over various blogs into one single location, where you can find everything that is going on at Omni Mad.

About Omni-Mad

Omni-Mad is an independend software development studio. Right now we are working on a generic game framework. The first titles are targeted for the first quarter of 2013. The blog In the blog we communicate a litte more freely and less constrained with the world. Here is where we give back to the development community and give you some peeks inside our work. The things you find here are not reviewed or filtered, so the information might be totally bogus and just reflect the individual authors opinion.