Putting some time into the Peon SDK
May 18, 2008
With some of the ideas I want to prototype for projects that I may end up putting together for sale, I want to spend a bit of time rounding out some of the objects in the Peon SDK that I put together for my book.
Given that a chunk of code from the engine is printed in the book, I’ve always been a bit wary of making some (needed) modifications / updates to the source code because it will probably change the code from what’s “Written in Stone”.
With that said, here’s a few quick things I want to add to the 3.0.0 version:
*Seperate renderer paths for OpenGL and Direct3D8.1 (for the “casual” games on the Windows platform who don’t want to rely only on OpenGL)
*Focus a lot more on providing 2D support
*Maintain the original vision of a “lightweight” engine
While the seperation of the renderer into seperate OpenGL / D3D specific modules usually takes a lot of time (ie. understatement of the decade), I do have a lot of spaghetti code lying around which can be merged quite nicely into the Peon SDK, so I’m not anticipating that many hurdles..*cross fingers*
So far the Peon SDK has / is a good learning tool for games programming so the ultimate aim is to maintain that same original vision.
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