After almost a year since the inception of Addaadah, I’ve finally pushed the first code commit! You can find the repository here:
I’m seriously glad that I came across Duktape. Because:
- This way, I don’t have to wait until my C99 compiler is complete before working on Addaadah.
- Having a second language on-board from the beginning will force me to build Addaadah while having multiple language support in mind.
Anyway, in these few commits I have:
- laid out the directory structure of Addaadah.
- written a Hello Duktape test.
Next would be:
- adding makefiles and build instruction for different operating systems (Mac, Windows and HTML5). Maybe Android, but iOS will probably have to wait a few months before it can get any attention (I hate booting into MacOS. More like, I don’t need to. That’s it!).
- writing backends (system abstraction layers for different platforms).
- writing the OpenGL abstraction layer. It’s not really necessary, but has its uses. Mostly, in debugging and optimization. I can also use it for some fancy stuff I have in my mind, like writing a software renderer to support GPU-less devices. It’s a lot of work, but it doesn’t have to be complete or optimal, and it has been on my mind for a while. But all of this is saved for LATER! For now, all I need is the abstraction layer. I guess it would be a good decision to support OpenGL ES 3.0 compatible feature set only on all platforms (using Angle for Windows).
- establishing the entity-component-system framework.
Not necessarily in this order, but I need all these to be able to make my first game using Addaadah. I’m eagerly looking forward to it.
Well, thanks for reading! Please continue to support this humble project