Agon Light C Development
How to write code for the Agon Light (and Console8) using C instead of BASIC, under Linux. It might work with WSL2 in Windows, and it might work on a Mac.
7 posts tagged C++
How to write code for the Agon Light (and Console8) using C instead of BASIC, under Linux. It might work with WSL2 in Windows, and it might work on a Mac.
Step back into the golden age of the demoscene as I dive into some of the most iconic visual effects from 1990s PC demos, all recreated under MS-DOS using Borland C++.
I ditched DJGPP for now and am using Borland C++ 3.1 that I found on some abandonware website. I even sent the user manual to an online document printer to get it bound into a real book.
How to set up Z88DK to develop C programs for the ZX Spectrum Next in about 20 minutes
Last time I explained in detail how the whole system worked. This time I will focus on the component system, as it is quite complex. Using it isn’t complex, but I’m trying to mimic Unity’s functionality that was written in C#. Functionality that is partially implemented within the editor and doesn’t relate directly to typing in code. I have no idea how Unity really does this, but the solution I have come up with seems tidy enough and fits neatly within a single C++ header.
This is going to be the first part in a continuing series where I try to explain how and why I’m creating my own game engine using C++ and the SDL library. My engine isn’t going to do anything amazing, but will borrow ideas from other engines I’ve used before such as Unity.
Back in the mists of history, sometime around the 90s it was quite common for games and demos to display text on the screen. Since we’re talking about old computers with barely any usable RAM, the text was stored as images. A giant single image with every character placed within it. To display words programmers had to be a bit inventive. That’s the topic of today’s post.