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molehill mountaineer

Member Since 24 Apr 2012
Offline Last Active Aug 10 2014 10:04 AM

Journal Entries

Arkanong development blog > Arkanong part 6: batching draw calls

Posted 21 March 2014

Once again I must apologize for how long it took to post this - There are many things competing for my time so this journal doesn't always get the tender love and care it should. I've managed to find a few spare hours so I'm going to show you how I batched the draw calls for my game objects.


Up to this point every game object has been in charge of drawi...


Arkanong development blog > Arkanong part 5: Hexagons! (collision detection, again)

Posted 09 February 2014

To make the game a bit more interesting we're going to add a few hexagonal barriers in the playing field.
This object is different from the paddle and balls in that it doesn't have a 'regular' shape. This means that using a rectangular
or circular hitregion will not cover the object properly.
Now, I could fudge the dimensions of the hexagon a little and c...


Arkanong development blog > Arkanong part 4: bouncing balls off each other

Posted 19 November 2013

Well, it certainly has been a while since I updated this journal!
Now that my school projects have been handed in and all my exams are behind me I will hopefully be able to spend more time developing arkanong.
Let's take a look at how we can make the gameballs bounce off each other.


There are three important things to keep in mind about our game physics...


Arkanong development blog > Arkanong part 3: Vector reflector

Posted 18 November 2013

Yesterday I posted a few snippets of code to show how game objects can be kept within the confines of a client window. Because my game ball stores the direction it is heading in as an angle, the quick and dirty way to bounce it back was to add or subtract 90°.
This only works if you can guarantee that the ball will be coming in at one of four angles (45°,...


Arkanong development blog > Arkanong part 2: basic collision detection

Posted 17 November 2013

When I last posted about my SFML/C++ pong clone (now dubbed 'arkanong' because I suck at namegiving) I ended up with a non-moving paddle and ball. While that's all well and good the game won't be very exciting if we can't bounce the ball around, so that's exactly what I put in next.

Here's how it works:

in function Game::initialize()sf::Clock timer;...


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