#5 - Switching from C/C++ to C
After the recent changes to the lisp side of my engine, I took some time to review the C/C++ side. You'll notice that I have written C/C++ and that's because my codebase uses both of them.
When I started my project, I initially intended for it to use just pure C, as this is the one I'm more familiar with. But over time some C++ features crept in. Features like namespacess, bools, and function overloading proved to be useful so I kept using them. Now my code uses C concepts with new nifty C++ features.
Now, I could have just continued with this approach. It works, after all. But I wondered if I should just stick to C and drop C++ altogether. My thinking is that sticking with just one language would make the code simpler as I only have to use it's subset of features. I know …
#4 - Following Lispy conventions
I was adding new Lisp functions to my game engine when I noticed that I had functions that had a naming scheme that were inconsistent with others. For example, I had ones that create objects like sprite_create and shader_create but this one function I named make_vec3. I proceeded to rename make_vec3 to vec3_create. Not only is it consistent with other names but it made me realize that having a pattern of object_verb makes it easy to parse the function and what it does.
This made me wonder if there are other ways I could improve which led me to this page about variable naming conventions for Scheme. I learned that the language employs a rather effective yet simple naming convention for functions and variables. I've noticed them before but never really thought about their usefulness.
For example, adding a ? prefix easily indicates that the function, when called, will always return …
#3 - Rebel Game Engine now works on different platforms
After finishing the integration of Chicken-scheme scripting for my custom game engine I decided I wanted to tackle another hard problem, and that is making it cross-platform. At the very least, my engine should be able to deploy to Linux, Windows, and MacOSX.
It might seem silly to be working on this while the engine is still in its early stages, but I think it is better to get this out of the way before the codebase becomes huge. With a small codebase I was able to easily identify the causes of the problems as I was porting them.
It still wasn't a walk in the park, however. Being inexperienced with developing C programs on other platforms (I've only done it mostly in Linux) I had to do research and do a lot of trial and error. I learned so much about cross-compilers, portable makefiles, and the quirks of different …
#2 - Implemented basic Scheme scripting for Rebel Game Engine
When I first learned about Chibi, an embeddable scheme that allows scripting on C programs, I immediately tried it out on my game engine. I was able to make it work with my existing APIs but I kept on running against segfaults and memory issues. The community was helpful in answering my questions as I tried to track down the cause of the bug, but I eventually gave up out of frustration.
I then learned about Chicken Scheme, a somewhat competitor to Chibi that does the same thing but with a larger community and more documentation. I checked it out and liked it so I went ahead and implemented it.
Thankfully I have not experienced any segfaults anymore. It's not because Chicken is better (I don't know well enough of the two to make a good comparison) but because I've come to better understand how to properly structure my code …