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I’m definitely interested in seeing your initial setup code and workflow (do you have a Librem already or are you going to be using the emulator?)

I’m not sure if I’ll actually use it since I already had plans to this jam as a chance to use my PortableGL but maybe I can use it directly with Wayland instead of just going with my default of SDL2 and your setup code might help with that. Either way it should be fun to force myself to actually finish a game and release it for once, even if I plan on a relatively simple 2D one atm.

Also are you going to be using Cakelisp or C directly? Or both?

I’ll link to my code here once I write it! I have a Librem 5.

Isn’t your PortableGL a software renderer? If so, you can directly create a pixel buffer from Wayland.

When I was writing a keyboard for the Librem 5 I made this file which will be what I base the game’s Wayland code off of. At the very bottom of the file it shows a nice workflow thing, which is generating the headers from the protocol XML as part of the Cakelisp build process.

I will be using Cakelisp, but because it transpiles to C I can share the transpiled results for others to use. I will of course be using some 3rd party C headers/libraries as well. I usually reach for SDL2 but lately I’ve wanted to move away from it for startup performance, reduction of dependencies (my holy grail is a 100% static linked 3D accelerated application), and for learning purposes.