20100924 Friday
o dup3 calls replaced with mdup3
o makeicosahedron function replaced with better implementation that doesn't
  require big memory storage.

20080703 Thursday
Got rid of all the warnings, transitioned codebase to SDL, built it for OSX.

20010607 Thursday
First exposure to game. Started writing OpenGL routines to make the 7 unique
shapes. In the evening get detection of 3-in-row and replacement working.
Originally the objects shrink to go away. Replacements drop in as if falling
under gravity. Trying to figure out how to check for no-moves-possible
condition.

20010608 Friday
Cursor interaction, playable game. No time limit. Changed object destruction
so they fly out at the player. Added sound effects, originally using
columns sounds from captured dgen emulator audio output. Added additional
lights in scene and added specular lighting, objects look much more shiny/
glassy. Checking for no moves done.

20010609 Saturday
Tinkering with sound effects. Added timer and scoring system. Timer indicator
is a green line on the bottom. When time runs out the game exits. Added
font routines. Fixed it so game stops but doesn't exit when game over. F1
starts new game. Shifted jewels over to the right and show status info
in left column. Set sound playback to 22050 hz, mono 16 bit signed values.
Fixed bug in no moves detection, didn't handle detection of this case
aaba  meaning switch the b and the last a to make 3 in a row.

20010610 Sunday
Circular indicator for time left, got rid of green line. Timer now doesn't
decrement while jewels are falling, wasn't really fair. Changed initial
distribution so there are never 3's in a row, so more uniform starting point
across games/players.

20010611 Monday
Got rid of ZOOM value, added SCALE value so each object is scaled, so
separation between objects is independent. Turned off blending for all but
vanishing jewels. Turned depth test back on. Spiky thing to indicate time
ticking. Blue circle around time left indicator to show its extent.
Score sprites that slide down, fade away. Blending on and depth test off for
text. Moved text into z=0.0 plane, scaled stuff accordingly. Added
cumulative total that fades out.

20010612 Tuesday
Tinkered around with BLEND,DEPTH_TEST and order of rendering for more
pleasing display. Game over sound. Alert sound. Illegal move sound.
Bigdrop sound for when no moves possible and whole board gets tossed.
Changed ALARMLEVEL to indicate how many seconds before death the alarm should
sound.

20010622 Friday
Changed action() to be state based. Cleaned out lots of old gltest code.
Got rid of unused global/local variables. Text routines for center, left and
right justify strings. High score display, entry, save + restore.

20010625 Monday
For the dimmer rectangle between the jewels and the high score display,
disabled LIGHT0 and LIGHT1 so it doesn't appear as a dark region.
