Yet again, I pulled an all-nighter. This time, to get a project of mine ready for my university’s game programming competition. Unfortunately, it was a bust. I failed to fix all the bugs and rewrite all the code I needed to in time for the submission deadline. This got me in a funk over the past few days, and was a substantial blow to my confidence. Wallowing in self-loathing and shame didn’t help me feel any better about myself, however. So I’m trying something else that is.
I’ve been working on BALLS in my spare time this summer. It’s a shader editor designed with ease of use in mind. I wanted to be able to support as many GLSL data types as I possibly can; yet to expose every single type to Qt’s property system would have been extremely tedious and error-prone. I’m not one to just grin and bear these sorts of things, however; I’m going to show you how I sidestepped this tedium. I’m using Qt 5.4; it may work with earlier versions, but I’m not sure.