Having some progress with my beginner targeted C++ IDE:
P.S: Anyone to help me test this? PM me if you are interested.
Having some progress with my beginner targeted C++ IDE:
P.S: Anyone to help me test this? PM me if you are interested.
Brought back JGO, among other thingsā¦
What happened to JGO?
I (hackishly) changed the basic setup of Coreās in Mercury (JGO Post Here).
Pretty good stuff.
Old boilerplate code would normally look like this:
public class MyClass extends Core {
Runner runner = Runner.getInstance();
public MyClass() {
super("Example");
runner.init(this, 800, 600, false);
runner.run();
}
public void init() {}
public void update(float delta) {}
public void render(Graphics g) {}
public void cleanup() {}
public static void main(String[] args) {
new MyClass();
}
}
Now it looks like this:
public class MyClass extends Core {
public MyClass() {
super("Example", 800, 600, false);
}
public void init() {}
public void update(float delta) {}
public void render(Graphics g) {}
public void cleanup() {}
public static void main(String[] args) {
new MyClass().run();
}
}
You can read more about this here. Not the biggest change in the world, but still neat IMO.
I actually did this two days ago, but I figured I might as well post about it.
With java about to implement lambda you could utilize this to make your widgets and function calling classes much cleaner (more of an internal upgrade , isntead of nested ifs),such as buttons or clickables , maybe even certain interactions from objects.
After all the pathfinding questions going around recently I implemented A* myself:
(hadnāt actually ever done that :persecutioncomplex:)
Red areas are high cost, redder being higher and grey areas are infinite cost, they donāt even show up to the algorithm.
Some of it seems a bit wonky, for instance the initial BFS always went crazy, something to do with queue vs. stack floodfill impl.
Paging Riven: [IMG width=ā¦] doesnāt seem to work on gifs now with the blockerā¦ not super important but it might be any easy fix.
Hereās the code, essentially a 1-to-1 translation of this: http://pastebin.java-gaming.org/30d824f780e1f
I added rebindable keys to my game, as well as increased performance significantly.
Also, for some reason Markusā profile is pretty messed up tooā¦ http://www.java-gaming.org/index.php?action=profile;u=3168
I finally finished applying to a million internships for Microsoft, Google, Ebay, IBM, etcā¦
I played around with FBOs, trying to figure out how to use them.
I also added textures and obj loading to my game engine. Now Iām trying to get shadow mapping to work :point:
Crossed out my entire TODO list
Oh and example already of some of this stuff: http://docs.nvidia.com/gameworks/index.html#gameworkslibrary/graphicssamples/opengl_samples/conservativerasterizationsample.htm
I am home sick but have managed to largely complete my Action system. All of my game entity behavior are wrapped up as Actions which run every update step. So I have a RailGun
game entity that has LoadProjectile
, ActivateRailGun
, DeactivateRailGun
, and FireProjectile
actions. These actions all inherit from a base Action
class and there are method hooks for concrete Actions to override ( onInitialize()
, onUpdate
, onComplete()
, and onFail()
). Actions can also have child actions.
I am really liking this approach as it provides a nice, simple way to write and coordinate behaviors amongst multiple game entities.
I made my first channel trailer for my YouTube Channel.
qWgacyS8tEA
Also have been doing a bit of pixel art and animation for my EduRpg.
Junked my android xml layout clone army.
Started building a new xml layout clone army.
Maybe programatic generation of layouts wasnāt such a bad idea?
made some vectorized images of people for an upcoming game
Nice, how far are you into it?