Try Jumping

Open Source game development.

This Week in Dose Response 2

This Week in Dose Response highlight game changes done in the last week or so. It is inspired by the weekly thread at the roguelikedev subreddit.

(Dose Response is an open-world roguelike where you play an addict)

Mostly engine work this week. The previous SDL experiments uncovered deficiencies in the “engine architecture”. Mostly, the backends were doing way too much work and the game/engine boundary did not work that great. So I’ve tried to clean it up.

Because the backends are now much smaller and everything else (text layout, glyph positioning, screen fade, etc.) is done outside of them, the game finally looks and feels the same on all the backends (rust, sdl, web).

Screenshots

Glitches in the texture rendering made it look like some alien language:
First successful texture rendering in WebGL:

webgl

(that should have been the @ sign but I couldn’t convert that to the opengl texture coordinates easily)