HG3 - First Checkpoint Complete

Published January 02, 2010
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HG3 - First Checkpoint Complete

My first major checkpoint has been completed for Hieroglyph 3. After monkeying around with Unicode and how to work around converting between Unicode and Ascii characters (which I handle largely with std::string and std::wstring) I am now able to perform the following functionality:

- Create an application by providing a concrete subclass for my app class.
- Create windows by instantiating a class, allowing for multiple windows in the applications if needed.
- ScriptManager ported over for basic Lua scripting functionality (carried over from HG2)
- EventManager ported over for handling events (allowing keyboard/mouse interaction plus internally generated events).
- Math, geometry, and some intersection classes ported over.
- Most importantly, my D3D11 renderer has been ported over. This provides all of my current D3D11 support and a good foundation for building more functionality.

So, my next task is to build a few sample applications with the engine to create the first distribution. I'm still not sure which distribution technique I'm going to use, or even which license to use. If anyone has any suggestions or commentary on which to use I would be very interested to hear your opinion!

After that, I'll likely be building up my entity/scene/camera systems which will require a port of my RenderView system to D3D11. I'm actually looking forward to getting this portion of it completed, since it makes building sample applications much easier to do... I think it may be practical to put together a list of the items that I want to get accomplished for each release too. So much to do, and so little time before I go back to work!!
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