Search found 3839 matches

by dandymcgee
Sat Jan 14, 2017 9:38 pm
Forum: Game Development
Topic: Particle Engine written in C (source code available)
Replies: 7
Views: 24479

Re: Particle Engine written in C (source code available)

Very cool! The Proof of Concept tile engine is impressive as well. What do you plan on doing with the particle engine? Also, I noticed you're using immediate mode rendering. If you want to learn modern OpenGL and speed it up even more, I suggest https://learnopengl.com/ . Great website. In particula...
by dandymcgee
Fri Jan 13, 2017 8:52 pm
Forum: General/Off-Topic
Topic: The first post of 2017
Replies: 1
Views: 4801

Re: The first post of 2017

Happy New Year, Matt! There has been no official talk of dates thus far, but you can follow the team's social media to stay up-to-date on current progress. https://www.youtube.com/user/gyrovorbis https://www.twitch.tv/elysianshadowsdev https://www.facebook.com/gyrovorbis https://www.facebook.com/ely...
by dandymcgee
Tue Dec 13, 2016 2:53 pm
Forum: Programming Discussion
Topic: Found this in some code I wrote 5 years ago
Replies: 10
Views: 16882

Re: Found this in some code I wrote 5 years ago

I had no idea at the time what I was doing to myself with this nugget, it's 4 years old at this point: https://github.com/bjadamson/Smashteroids/blob/master/EntityLibrary/IOC/FactoryModule.cs#L12-L38 Lol. "FactoryModule" takes in a "ContainerBuilder". Seems perfectly obvious to ...
by dandymcgee
Sat Dec 10, 2016 8:15 am
Forum: Programming Discussion
Topic: Found this in some code I wrote 5 years ago
Replies: 10
Views: 16882

Re: Found this in some code I wrote 5 years ago

I mean you also use an exception or a success / error code parameter... Yeah, that's definitely the best way in most circumstances. On certain occasions you want the software to keep doing what it's doing even if an error occurs though, so you need *some* valid date. A more intelligent date would b...
by dandymcgee
Fri Dec 09, 2016 9:36 am
Forum: Game Development
Topic: Adding Sprites to "Game Engine"
Replies: 7
Views: 9562

Re: Adding Sprites to "Game Engine"

If you're doing the first one, then allowing user defined sizes is probably a good idea. Even in this case, it's probably best to set some sort of limitations unless having something fully dynamic is a total necessity. However, if you're making a game where all the tile sheets will be the same size...
by dandymcgee
Fri Dec 09, 2016 8:44 am
Forum: Programming Discussion
Topic: Found this in some code I wrote 5 years ago
Replies: 10
Views: 16882

Re: Found this in some code I wrote 5 years ago

I could also see //Something bad happened return DateTime.Parse("September 11, 2001"); being applicable Not only is that too close to home, it's too close to now. One of our old applications was written by a guy who thought it would be a good idea to use "9/9/99" as the null dat...
by dandymcgee
Fri Dec 09, 2016 8:41 am
Forum: Programming Discussion
Topic: Optimal use of frame buffers in a 2D game.
Replies: 7
Views: 8541

Re: Optimal use of frame buffers in a 2D game.

Thank you. :) I guess I thought blending was a part of the fixed-function pipeline, and when I use shaders, any blending I wanted to occur is calculated in the shader. I guess I should study farther in some books. Thank you though. I recommend reading through http://www.learnopengl.com from the sta...
by dandymcgee
Sat Dec 03, 2016 9:28 am
Forum: Programming Discussion
Topic: Optimal use of frame buffers in a 2D game.
Replies: 7
Views: 8541

Re: Optimal use of frame buffers in a 2D game.

You need to enable blending. This will allow you to determine for each pixel whether it should be left alone, overwritten, or blended with the new pixel. https://learnopengl.com/#!Advanced-OpenGL/Blending Note: This has nothing to do with frame buffers. Like Falco said, you don't need a million fram...
by dandymcgee
Sat Dec 03, 2016 9:26 am
Forum: Game Development
Topic: Adding Sprites to "Game Engine"
Replies: 7
Views: 9562

Re: Adding Sprites to "Game Engine"

And adding to dandy's answer on collision, make sure you calculate how many tiles the sprite could be colliding with. So if you're using 16x16 tiles, a 16x16 sprite could cover 2 tile across and 2 tiles down. A 32x32 sprite could cover 3 across and 3 down, etc. Yeah, good point. I made some assumpt...
by dandymcgee
Fri Dec 02, 2016 11:11 am
Forum: Game Development
Topic: Adding Sprites to "Game Engine"
Replies: 7
Views: 9562

Re: Adding Sprites to "Game Engine"

There are two popular ways to implement player movement in a 2D game: tile-based and pixel-based ("free" movement). Tile-based movement restricts the player to moving only to the centers of tiles. This makes collision really easy: test the walkability of the destination tile before allowin...
by dandymcgee
Fri Dec 02, 2016 10:38 am
Forum: Programming Discussion
Topic: Optimal use of frame buffers in a 2D game.
Replies: 7
Views: 8541

Re: Optimal use of frame buffers in a 2D game.

This seems to me like a solution you came up with yourself. My question is: what is the problem? If you can elaborate on what problem you're running into more specifically than "my code is a mess", perhaps we can offer you some ideas.
by dandymcgee
Sat Sep 24, 2016 6:40 am
Forum: Game Development
Topic: Small Games made in Short Time
Replies: 2
Views: 6425

Re: Small Games made in Short Time

Nice work man! Getting something done and released feels so much better than just tossing it aside, even if it's not perfect. You can always go back later and improve it.
by dandymcgee
Wed Aug 31, 2016 7:24 pm
Forum: Programming Discussion
Topic: Another way of supporting multiplatform
Replies: 3
Views: 7086

Re: Another way of supporting multiplatform

The first is a complete no-no. *Do not* litter your code with platform-specific logic unless it's literally in one or two lines of code specifically. The second is the best if your goal is to create something reusable for the future, and well isolated. This is best for large teams or dedicated resea...
by dandymcgee
Mon Aug 29, 2016 5:15 pm
Forum: Programming Discussion
Topic: Game Development Without "Manager" Classes
Replies: 7
Views: 15616

Re: Game Development Without "Manager" Classes

I would recommend learning about cache-coherency and data-oriented-design. I actually spent most of my last semester researching dod, and I came to the conclusion that it's too fucking hard. :mrgreen: To write and design an actual program with everything contiguous in memory and accessible to the c...
by dandymcgee
Thu Aug 25, 2016 10:09 am
Forum: Game Development
Topic: Dead?
Replies: 2
Views: 6225

Re: Dead?

Your research is a bit.. lacking. Last update was August 20th: https://www.facebook.com/photo.php?fbid=10154374899492464&set=a.10150313107147464.387680.535542463&type=3&theater Sure.. Falco's facebook page is probably not the best place to provide updates (considering the home page, ES g...