Category: Diamond Hunter 6000
emerging
December 17th, 2008As I've tested XRhodes with some smaller applications, the core features had begun to settle and I moved on to higher level code. But, not before:
- making some class-specific constants and enumerations a member of their respective classes (
enum ColorComponentbecameTint::Component,const String SCRIPT_HEADERbecamestatic const String Script::HEADER, etc.). - writing a Polynomial class.
- reimplementing the Camera2D class in a more object-oriented and generalized manner. This also includes replacing the previously used ChannelScalers (that were function pointers taking three arguments for image distance, renderee distance and channel target value) with Polynomials for increased flexibility.
- removing the camera and the particle system from the core XRhodes features and treating them as optional extensions.
As there still a lot of ground to cover in 2D, I've temporarily dropped all 3D-related features and aspirations and will settle for pseudo-3D. With the Camera (re)done I'm moving onto tile systems, space partitioning techniques and 2D platforming mechanisms. Yes -- it's Diamond Hunter 6000 time again!
Diamond Hunter 6000
September 12th, 2008The first XRhodes game is in the pipeline! Huzzah! As I'm very near to finishing the refactoring of the camera and collision detection subsystems, I wanted to try the framework out. The game is a small tile based jump and run with some functionality that might make its way into the framework.
Screenshot.
