All posts tagged with "Jodorowski’s Clockwork Empires"

Clockwork Empires 1.0 launched!

Clockwork Empires version 1.0 has emerged, glistening, from its development-spore and launched on Steam! We are out of Early Access and into the wild frontier that calls for Colonial Bureaucrats to manage bustling colonies and chop down all the trees and maybe start a cult maybe for Progress and Civilization! You can purchase Clockwork Empires through Steam or the Humble Store (which provides a Steam key*) for a 10% discount for the next week!

* We will be setting up non-Steam distribution of Clockwork Empires via the Humble Store and possibly other online distributors in the near future. 

The Development Progress Report has been updated with a full annotated changelog for version 55A to version 1.0. We’ll put the full changelog at the end of this post for those interested in seeing what the last month month of Early Access has brought to the game.

This is not, of course, the end of work on Clockwork Empires: We shall be continuing support for game stability and bugfixes, and we have a list of additional content and some small features we’d like to add post-release.

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A Crash Course in Moving A Legacy OpenGL Codebase to Core OpenGL 3.2

I’m actually absconding from the usual subject of these blogposts this week to do technical writing which people might find useful – mainly because a lot of the information on this seems to be scattered all over the Internet. One of the issues with our Mac port of Clockwork Empires which has prevented it from launching when we wanted to is that we discovered – a bit late in our schedule – that we couldn’t fix all of the shader issues on OS X without porting the entire game from what we were using (OpenGL’s “compatibility” mode plus a ton of extensions, dating back to when this codebase was started ages and ages ago) to what is called OpenGL Core 3.2, which is part of the OpenGL Architectural Review Board’s attempt to remove all of the “cruft” that had accumulated in their codebase throughout the years. In the process of doing this, they removed a lot of the nice stuff about OpenGL that makes it a good teaching tool, which is sort of annoying; you can’t just throw together a program any more and get stuff up on the screen, not without doing large quantities of work. Oh well.

On OS X Mavericks, you can only get access to OpenGL features newer than version 2.1 if you create a core OpenGL context; they aren’t even accessible as extensions, which is just flat out weird. OS X’s OpenGL implementation has been charitably described as “a mess” by everybody involved for some time, as the issue seems to be that all the driver engineering teams at Apple are now cranking out OpenGL implementations for your iPhone (and these are quite good), while neglecting the desktop platform. The situation used to be *worse* before Mavericks, if you can believe it. The net result of this is that I had to take a legacy codebase, with numerous pecadilloes, and port it to what is almost, but not quite, a new graphics API.

Your Monday Morning rendering artifacts. (Sign up for our newsletter to see more broken stuff.)

Your Monday Morning rendering artifacts. (Sign up for our newsletter to see more broken stuff.)

Ugh.

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