More updates!
Timers
Timers are now up and running. Going with the KISS philosophy I've implemented them as a wrapper data class; game objects can define their own timers for whatever they need. In terms of data a timer is just a long int record of a particular time in clock ticks, which it can updat…
Timers
Timers are now up and running. Going with the KISS philosophy I've implemented them as a wrapper data class; game objects can define their own timers for whatever they need. In terms of data a timer is just a long int record of a particular time in clock ticks, which it can updat…
A Big Ol' Screen of Characters
More updates:
- I've written a simple "sprite set" class which acts as a container of sprite identifiers. It's effectively an array of sprite ids, except with an extra function that allows you to specify a block of sprite names that end in incrementing digits, such as mys…
A pyramid of stars!
I decided it wasn't worth getting bogged down on throwing in too many features into the spriting code yet - I won't know what I'll need until I need to make a game with it. So I just put in the basic minimum to get working functionality. The game code can set a sprite's:
- type (wha…
Sprites are now working under Windows and Mac OS X. It was an ordeal to get the arcane workings of a PNG loader, PhysicsFS and OpenGL to work together in harmony but it's now displaying pretty pictures. I finally got glpng, a third party PNG-to-OpenGL library, to do the hard work for me after I ad…
Quick update:
- SDL opens up in a properly titled window now, both on Mac OS X and Windows.
- SDL events can be passed properly on to the rest of my library. Currently only the quit and resize messages are passed on, but I'll add the rest when I write the functionality.
- SDL windows can be resized.
- The basi…
It's time for another design brainstorm post. Since I'm up to the SDL video initialisation I need to start work on the graphics module, and this requires at least a basic understanding of how I'm going to structure the thing.
The Old Method
The current methodology I'm using for grpahics is based on t…
The Old Method
The current methodology I'm using for grpahics is based on t…
After a lot of frustration I've got my unit test and SDL test projects running in Xcode under MacOS. It's good to know that the only problem with my code was not including SDL.h in my SDL main C++ file and using **argv instead of *argv[]. Oh, and stupidly inserting the SDL header files in my third …
Brief run down of newly implemented features in the Diagonal Game Library:
- PhysicsFS is now integrated in. I've stripped it down to only read plain directories and ZIP files, but it appears to be working fine.
- Logging has been ported across from my old engine. I have my colour coded HTML log messages…
The contest is now officially MAGIC! I love acronyms made purely for their easy use in corny puns.
It's now only three weeks to the competition starts. Three weeks may sound like a long time, but to me it certainly isn't. I'd really like to have this prototype game library ready so I can whip someth…
It's now only three weeks to the competition starts. Three weeks may sound like a long time, but to me it certainly isn't. I'd really like to have this prototype game library ready so I can whip someth…
I've got my kernel a.k.a. game loop running. Most of time on this was writing a templated singleton class that I liked; the actual kernel itself is tiny due to the use of signals. It's just a while loop that keeps sending out signals until a quit flag is set or there isn't anything left that it is …
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