I’m a SLUDGE developer

If you’re reading this, then you probably already know that I’m working on the adventure game engine called SLUDGE, and have been doing so for a while. But now I’ve become an official SLUDGE developer, and even a project leader. If you are (or may become, or have been) a SLUDGE user, you should head on over to Adventure Developers, where I’ve started a discussion about the future of the engine. I’m interested to hear your opinion.

3 thoughts on “I’m a SLUDGE developer

  1. What OpenGL 2.0 specific features did you use?
    I, like many others, have an Intel Integrated graphics chip that only goes up to OpenGL 1.4, and I’m just getting a white screen in SLUDGE.

    Thanks
    Charlie

  2. My MacBook also has an integrated Intel (GMA 950 if that means anything to you) that’s almost three years old. It doesn’t even support OpenGL 1.3 (1.2 is the latest that’s fully supported), so I haven’t done anything close to cutting edge.

    Proper error checking is one of those bits of polish that I haven’t added yet. (Looking through the source…) Let’s see what functions I use… Mulitexturing (two texture units), but that should be supported by pretty much everything. Non-power-of-two textures. But that’s pretty much it.

    Is this on a Mac, or do you have it running in Windows?

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