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“We accessed the embedded device’s asynchronous serial debugging interface while it was operational and captured some messages that were being transmitted over it. Can you decode them?”
Now systems could have multiple build systems installed, and also lets say your developing on linux and you would want your application to be cross platform, you would have to specify rules for your build process for the specific build system on the windows platform. Now CMake comes in and lets you do exactly that in a high-level config file and also in a managable format, hence the name cross-platform build system generator. It generates the build system specific build files for the given build systems.
So in my previous post i went through what SFML is in a nutshell, in this one im gonna talk about some basic game concepts such as game loops, FPS, fixed time step.
YOOOOOOOOOOOOOOOOOOOOO!
In this Im just gonna go through a couple of things I learned going with the Rust book, and it seems pretty interesting so far. It will also serves a documentation for me to remember useful things. Everything will be pretty surface level and just guessings on things because Im going sequentially with the book, thats why im not breaking down things on a deeper level.
First up, Cargo.
After the boring summary, now for the dumdums like me, its basically something that lets you create graphical applications including everything you would interact with a modern software nowdays. Its primarily used for game development. Its also based on OpenGL, keep that in mind boys. To make an insane AAA game you just include some libraries, write some code and BOOOOM you have a game, thats it, its that easy. Anyways…
Currently reading… :)
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