Today, we're going to write a test program for the windows system and platform implementation which we've been doing in the last two videos. So, we can finally see the windows open and also we're going to handle updating of the client area rectangle when a window is resized or maximized.
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Today, we continue implementing the platform specific part of the window system.
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by Arash Khatami
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#PrimalEngine #G…
Hi everyone! New video, new topic! As always thanks for giving it a watch and I hope you'll like it!
In this video, we'll set up a platform independent structure for opening windows and we'll implement opening windows for MS Windows OS.
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by Arash Khatami
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In the last two videos, we set up almost everything that the game engine needs in order to run our game: we made sure that all information about the active scene is saved and that the engine is able to read that information. Also, now we have a WinMain() function that initializes, updates and shuts…
Previously, we added new methods to our visual studio class that we can use to run or debug the game. What we also did was that, before running the game, the active scene is saved in a binary format, so we can load this data in when we run the game outside of the level editor. Today, we're going to…
Welcome to this new episode in which we'll start setting up things to run the game in stand-alone mode. First we'll add new methods to the Visual Studio class that we can call to run the game in either the debug or stand-alone mode (and also stop the game). Then we'll add a WinMain() function that …
Today, we're going to finish everything that needs to be done in order to create and add script components to the game project. That includes further implementing the create game entity method in both the level editor and in the Engine DLL. And we're also going to do a couple of small improvements …
Continuing what we started in the previous video, we're going to enable adding different kinds of components to game entities in the level editor. Today, we start with writing the script component and make UI elements that we can use to choose which script we want to attach to the selected entity. …
In this video, we're going to explicitly import two functions from the game code DLL that we will use to get the available script names and the creation function for each script.
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