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Disciple of Jonato



Toasty Update #9

Posted by CRYP7IK, 28 January 2014 · 333 views

Toasty Update #9 Hey guys!

The lack of recent updates was because I was travelling with my partner, we went to many places but the main event was Las Vegas new years, which was insane!

So, I've been back for a few days and I'm ready for another update in this one I have added a basic AngelScriptSystem, which is pretty interesting.

The angelscript system has a few cool...


Toasty Update #8

Posted by CRYP7IK, 21 December 2013 · 406 views

Okay, I ran into an issue with the editor lately, and that is when a plugin is added and it adds it's control to the inspector (think from Unity) when an entity is selected with a component it added to the engine it will position itself very far down making it not look aesthetic, which I think is important. But in the mean-time (I haven't been able to fix...


Toasty Update #7

Posted by CRYP7IK, 17 November 2013 · 373 views
toasty, engine, editor, component and 5 more...
Toasty Update #7 This update is being dedicated to the editor and here is what I have done and what's left to do so far:

Scene Entity View

Used to add or remove entities from the GameSystem and current scene it displays a pure list of entities. It has the ability to filter entities by name and grouping of entities. Sends an entityselected event and entitydeselected eve...


Toasty Inspiration

Posted by CRYP7IK, 12 November 2013 · 524 views

I just thought I might mention projects I keep up to date on to help inspire me to finish Toasty plus I check them out to steal features or some aspects of editor or engine design. This might also be useful for people looking to find free or paid engines or editors out there!

Unity3D is the most popular engine\editor on the market at the moment and even...


Toasty Update #6

Posted by CRYP7IK, 12 November 2013 · 359 views
engine, sfml, component, based and 3 more...
Toasty Update #6 So in this update the big change is proper depth ordering, until now the depth of things drawn on screen using the SFMLRenderSystem was based on what order the component was added to the system. The new way just utilises the z component in the entities position property and sorts the vector every update and while may not be that great in my tests has almo...


Toasty Update #5

Posted by CRYP7IK, 08 November 2013 · 469 views

Recently I have been thinking about how the editor works, now I don't really have much experience with GUI applications, especially those that are going to be as complicated as a game editor, yes I have done simple stuff like map editors but they do not compare.

So the first requirement I had is I want an interface similar to Visual Studio or Unity3D, wi...


Toasty Update #4

Posted by CRYP7IK, 31 October 2013 · 375 views
entity, component, system, toasty and 3 more...
Toasty Update #4 Hey there! Look it's already Update #4!

So in this update I included a video to show things off in motion and the video has an explanation of the update. The test currently involves about 40000 tiles (200*200 map) and ~4000 entities (trees and a single animated goblin) the map is randomly generated each time (Which made me realise how complicated C++11...


Toasty Update #3

Posted by CRYP7IK, 27 October 2013 · 429 views
c++, entity, component, based and 6 more...
Toasty Update #3 Things done for this update:

SFMLDeltaTimer Added

I added an SFML based timer so that it can be used instead of the chrono timer on windows.

SFMLRenderSystem Added



So the SFML render system is pretty simple, it's constructor takes width, height and a window title. It automatically creates a window with those attributes (Which you can change or...


Toasty Update #2

Posted by CRYP7IK, 13 October 2013 · 119 views

So previously I showed a basic usage of the GameSystem and how the GameSystem works as well as the BehaviourSystem. I also showed how on windows the maximum FPS was 999 compared to Mac and Linux which had many thousands. This is due to visual studio missing a proper high res timer implementation for std::chrono and if the speed of the application is equal...


Toasty Update #1

Posted by CRYP7IK, 08 October 2013 · 472 views

The first update is here, and it has a few things in it that I would like to show off. This might be very long.

So first thing's first, to start using the game engine you can create a GameSystem object like so:Toasty::GameSystem* system = new Toasty::GameSystem();
Now you don't have to use a GameSystem but it is useful in doing these things:

Automatic...






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