L4W (this time for real)
[27 August 2016]
Some time ago I developed this little demo of a canvas-based graphic engine.
One year ago I started working on a new graphic engine, built from scratches with these principles in mind:
- Be able to work on it in the spare time, and with long pauses;
- Shoot for the stars, but plan intermediate goals;
- Don't leave any of the fun parts to frameworks.
Usually I talk about a project only after it's finished, but since this is designed to be a long one, here we are...
I chose to work with TypeScript, a superset of Javascript which compile to it and provide some feature whose lack I find quite disturbing; the backend runs on a node.js server.
I have set up a continuous integration chain, which start with commits from my VS Code workspace to the GitHub repository, and ends up deploying the app on Render.
Right now I haven't yet reached the level of the L4W PoC, but I am following a different approach, developing both the game engine and the game editor at the same time.
I am not sure where this will go, we'll see...
Visit the project page