I may have just solved my bug!

It’s compiling, so I thought I’d take a second to update the blog on my progress!

The other day, I blogged about the difference between char and char * in C and how I spent a good deal of time wrapping my head around how concatenations and string comparisons work in C and C++. It turns out that in my initial search…replace I mistakenly forgot to switch some of them back to the way they were written beforehand.

Since BitBuilder uses ELIX and the erroneous concatenations and comparisons were in the ELIX files, I may have solved it by reverting it back to the way they were. Programming is great like that. You learn a lot but it takes time and patience.

Here goes.

Liveblogging Progress on BitBuilder Today

BitBuilder Game Platform Logo

BitBuilder Game Platform Logo

I’m building games today with @hoylemd at Red Brick Cafe and, once we’re done our coffees, back in my apartment living room. Actually, to be truthful, I’m not working on my game BastardBlaster, I’m working on the BitBuilder Game Platform, which is my fork of the Mokoi Game Engine.

It’s a great exercise for me since it exposes me to C, C++, GTK, and git, which I love.

Hoyle is really good at C and C++ so he’s always great at bouncing errors off of and helping out. Will post more as I make progress.

Back into Torque. Big time.

I haven’t touched anything to do with level design or game development in a few months as there have been a few other important issues and projects to tackle. But, with the upcoming Christmas holidays, I’ve decided to take 2009 and really flesh out some C++ and torquescript skills and maybe do some creative work, such as 3D modeling and music. I’ve installed VC2005 and VC2008 along with Torque Game Engine Advanced and Torque Game Builder. Let’s rock.

I’m really excited. I’ll be posting all of the work that I complete in the Game Development, Game Art, Xandorus, and Torque categories.