The power of an old Linux box

After years of Windows development with Visual Studio and mingw32, I had almost forgotten that Linux was the king of OS for developpers. Too bad, the only decent text editors comes from the eighties… I really miss pspad when I’m working on Linux. But if the recent versions of Visual Studio are not bad at dealing with memory corruption and buffer overflows, the gdb port that comes with mingw32 really sucks. Anyway, the gdb/Electric Fence association under Linux is unbeatable. I’ve found something like 20 or 30 memory corrupting bugs just by playing a fews times with Electric Fence enabled. It’s amazing what a C++ program can tolerate without budging… Electric Fence dates back to 1987 and I can’t understand why all compilers don’t apply automatically the same principle in debug mode nowadays. It would make the life of C/C++ developpers so easier…

The other asset of an old Celeron 466 is that the performance issues are blattant. The framerate is ok as long as you stay is the starting region. The game is unplayable as soon as you enter another one. On a recent computer, this becomes visible only after 10 regions. Working on an old barrow saved me a gprof session :D.

Next week planning : more Electric Fence debugging, especially on high XP level gameplay (skills), and make the game run smoothly on the Celeron 466. Oh, and keep adding tutorial tips.

8 comments so far

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  1. Hello, I found your Roguelike game very interesting.

    I have 2 questions.

    When will be the first release? And what is your position about releasing the source code?

  2. Hi,

    Thanks for your comment !

    I don’t know when I will release something. Something like a “closed beta” is just about to happen, but I don’t want to do an actual release with lot of noise because I’m not satisfied with the current status of the game. So the “closed beta” could last a few months before something else happens.

    Concerning the source code, it should be released with a BSD license. I also considered releasing a console emulator library for people interrested in developping other high colors C/C++ roguelikes, but I’m not sure there are lot of people interrested.

  3. Thanks for the answer! I have bookmarked your blog, and I’m really looking forward for something new!

  4. Actually I’d be interested. I’m not promising I’ll do anything really fancy with it, but a kind of “plug-and-play” high-color ASCII engine would be really cool to play around with, and after that… who knows? 🙂 I hope I’m not the only one sharing this opinion!

  5. ok Jotaf, no problem, just give me a few days to clean the code. Do you prefer the sources or a packaged libTCOD-con.a, or libTCOD-con.so, or libTCOD-con.dll ? What is your compiling target ?

  6. For development purposes, a dll, a header file and some description of the functions should be more than enough. I’m developing on Windows XP by the way, with VS2005. There’s no hurry though, I’m completely flooded with assignments and exams until Christmas 🙂

  7. Would be interested in the package, too. Might be a good way to code my first game on C++ without having to deal with graphics. Will I be able to view the sources in the dll file?

  8. No, you won’t have access to the sources from the DLL, but I can release the sources in another package.