Last article:
https://www.gamedev.net/blog/1930/entry-2260476-ecs-i-entities-components-and-systems-basic-design/
Its been a while since I had time for programming, the new addon of WoW kept me busy for some time. But now I'm back and ready for action. This articles topic is messaging in my engines e…
https://www.gamedev.net/blog/1930/entry-2260476-ecs-i-entities-components-and-systems-basic-design/
Its been a while since I had time for programming, the new addon of WoW kept me busy for some time. But now I'm back and ready for action. This articles topic is messaging in my engines e…
Last entry:
https://www.gamedev.net/blog/1930/entry-2260428-gui-iii-widget-configuration/
Motivation:
It took me a while to get back on writing since I've been busy. But now, as promised, I'm going to give an intro to the entity/component-system I've developed for my engine.
So back in my early project…
https://www.gamedev.net/blog/1930/entry-2260428-gui-iii-widget-configuration/
Motivation:
It took me a while to get back on writing since I've been busy. But now, as promised, I'm going to give an intro to the entity/component-system I've developed for my engine.
So back in my early project…
Last entry: https://www.gamedev.net/blog/1930/entry-2260413-gui-ii-widget-class-design/
Now that I've talked about how Widgets can be used, its time to discuss how they can be configured.
Positioning:
Widgets are manually positioned by specifying their position and size:
Now that I've talked about how Widgets can be used, its time to discuss how they can be configured.
Positioning:
Widgets are manually positioned by specifying their position and size:
Widget(float x, float y, float …
Last entry: https://www.gamedev.net/blog/1930/entry-2260396-gui-i-learning-about-signalsslots/
So this time around, I'm going to talk about the engines GUIs main class, called "Widget". I took an approach similar to what QT does,
in that every widget has to derive from that class. I'm not going to sh…
So this time around, I'm going to talk about the engines GUIs main class, called "Widget". I took an approach similar to what QT does,
in that every widget has to derive from that class. I'm not going to sh…
In order to make it easier for the reader, I decided to split the different modules up into multiple posts. This should also make it easier for me to write them when I got a few minutes to spare, too.
Getting started:
So at the beginning of the engine I wanted to make a 2d level editor. I already mad…
Getting started:
So at the beginning of the engine I wanted to make a 2d level editor. I already mad…
In the last article, I talked about the story about how I got to start developing my "Acclimate Engine". This time around, I want to give a brief overview of how this engine currently works and looks like.
The engine itself is divided into 4 main modules : SDK, editor, player, and plugins.
- SDK: The…
The engine itself is divided into 4 main modules : SDK, editor, player, and plugins.
- SDK: The…
Hello,
my name is Juli(e)an, and this is the introduction to my journal about how insane I am to develope my own game engine. Some of you might have seen me before on the forums, mainly (solely) on the technical topics. Or you don't, but thats OK too. I have just been developing this kind of large p…
my name is Juli(e)an, and this is the introduction to my journal about how insane I am to develope my own game engine. Some of you might have seen me before on the forums, mainly (solely) on the technical topics. Or you don't, but thats OK too. I have just been developing this kind of large p…
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