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Showing posts from 2017

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I'm doing a major refactor of the way Lua is glued to C++.  The old way required me to pass in the object as a parameter.  Example: SpawnActor(Logic.this, "Sonic").  I've creating a method in my Lua Manager that now binds a class and the specified methods to Lua.  It now feels more natural: g_logic.SpawnActor("Sonic").  I'm not sure what it is about linking Lua to C++, but it's surprisingly a ton of fun.  I have a feeling I'm going to spend a lot of time working on it.
Blog.Init() My first blog!  Oh man, the pressure, what to say... Midterms are this week, so all I've been doing this weekend so far is studying and reviewing DirectX 12 and Winsock 2.  I'm also the lead engineer for one of my classes.  There are 2 teams that are using my own game engine to recreate Pac-Man and Space Invaders.  The games are currently locked regarding any new features.  We are strictly fixing bugs until it's due next Thursday. I was also able to get a lot of hours in yesterday for my internship at Bleach Kitty Games doing gameplay programming.  Unable to say much else about this do to obvious reasons.