engine Archive
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Scrolling Tilemaps
Posted on December 15, 2009 | No CommentsMy game engine now has scrolling tilemaps in it. I have arbitrarily chosen each tile to be 32×32 pixels, and the maps to contain 256×256 tiles. This gives me a virtual display of 8192×8192 pixels to make tile-based games in. 8192×8192 pixels is a lot… just over... -
Game Engine – Sprite Test
Posted on December 6, 2009 | No CommentsI’ve made some more progress on my game engine since last time. I’ve been concentrating on the sprite subsystem, making it so I can have things moving around the screen. All of this is being controlled by the XML file, so most of the coding... -
Adding Lua to my software
Posted on October 30, 2009 | 2 CommentsWell, this is a bit fun! One of the main points of my game environment is that I should be able to easily modify entity behaviour without having to hard code anything into the environment itself. After a bit of thought, the programming language Lua... -
Key debouncing and pause modes
Posted on October 21, 2009 | 1 CommentFor the curious I have spent the past week (off and on) making a pause button work. Yes, after a week of coding I have managed to allow the player to press the ‘P’ key and see a little “The game is paused, press P... -
Engine? Framework? Toolkit? The difficulty of naming things
Posted on October 5, 2009 | No CommentsI’m working away on my un-named project, which is starting to take shape nicely. When it’s eventually finished it’ll be some sort of game engine-thing for making 2D style sprite based games – shooters, platformers, and so on. I have no idea what to call... -
It's all about the data…
Posted on September 17, 2009 | 1 CommentIt’s my opinion, probably because I’ve written lots of database-driven apps, that all software can be reduced to a simple set of data structures, relations between the data structures, and the operations on those data structures. Take, for example, this blog. There is a database...