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by YesBox 245 days ago
Edit: I missed this was software rendered. I’m one gen-iteration ahead. Prob would still be possible to render my game cpu side provided I use the most efficient sprite depth ordering algorithm possible (my game is isometric pixel art like rollercoaster tycoon)

Ha! That’s what I’m stuck with for Metropolis 1998. I have to use the ancient OpenGL fixed function pipeline (thankfully I discovered an AB extension function in the gl.h file that allows addition fields to be passed to the GPU).

I’m using SFML for the graphics framework which I think is OpenGL 1.x

Game to show what’s possible: https://store.steampowered.com/app/2287430/Metropolis_1998/

4 comments

Oh, man! This is really cool. Do you maintain a blog or a patreon that allows people to follow the progress on the project?

Any way I can buy you a beer?

Thanks! No blog or patreon. I use twitter, bluesky, and reddit to post updates [0]

It is possible to "pay what you'd like" on itch though :) [1]

The demo up there is in pre-alpha, but I push out a big update every 4-6 months.

[0] https://linktr.ee/yesboxstudios

[1] https://yesbox.itch.io/metropolis1998

> I have to use the ancient OpenGL fixed function pipeline

Why do you have to and do you also use parts of the old immediate-mode API?

It's what SFML uses. Im unable to create my own framework for the time being. Im not using immediate-mode
Sidenote: Can't wait for the release!
:) Thanks
Whoah! That's so cool!