Now I have it running, loving the Lego-Esque functionality of the ECS system. Playing around with it's -at present- seemingly unlimited possibilities. Spending most of my time refactoring code and updating the core of what I am aiming towards so I can build a few interim projects whilst still working toward my main Game idea..
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Trudging through most of this is slow, but I've learned some nice shortcuts and ironed out some bad habits along the way. All in all still enjoying this.
Added the dynamic unit circle picture to the post, this was definitely eye opening to work through.
Had to learn Pythagoras and Trigonometry as I didn't realise that a large amount of game development relies on them.
Plus SDL can't draw circles so I came up with a function that takes steps and draws them with lines, this way you can drop the steps right down to basic triangles -or just a line or a dot- and then go from there. Plus it makes it easy to build filled circles or thick outlined ones, depending on how they are drawn.
Plus they help with collision detection which I have just managed to get up and running smoothly. Working on elastic collisions now so I can have a play with them and see how they work and where it can/can't be used.
Time to start looking into quad trees next, one step closer to the start of a game world.
Binary and SDL2 saves were confusing at first, but I've learned a lot about both char arrays and const char* along the way and finally got my code working.
Time to start focusing on entities and the component pattern I keep thinking is the best course of action. Still not figured out why my initial program is leaking so much data, but I'm about to pull the thread so it will probably slap me in the face when I chop it into smaller more manageable pieces.
Statdate 92986.44, Admiral Paulus signing off.
I currently have no tangible product other than centipede's bastard son, and a basic tile engine to Frankenstein as I see fit. I have started from scratch after learning C++ along side DirectX 11 initially and somewhat despising Microsoft the more and more I learned it (a despondent feeling which transferred to Excel when I had to code with it at work for the backwards company with which I currently reside that still hasn't claimed my sanity). Scouring the internet for OpenGL 2-3-4 I stumbled across SDL2 and saw the games built with it and the portability of it's core drew me towards it so I have picked up the gauntlet and am running blindly in to the darkness with hope and determination stuffed under my arm.
Once I have a few basic titles that I can show off an an "I did that" (mostly to egg myself on more than the ego stroking alternative), I am going back on the shaders before then starting to focus on AI and path finding. It's probably at this point that the darkness will be replaced by an infinitely tall peak to clamber up, but hope fully at some point I can hang off the face and admire the view. Possibly take some time to reassess the direction I am headed and really get stuck in to some of the concepts which drive me to madness as they scream to leave my head and strive to become product.
That's just about enough rambling as I really just needed to reaffirm that I have taken some pretty big steps to get here, and that I can do this if I put my mind to it. Time to start making a difference and showing you guys what I'm made of.
This is Paul the last surviving member of the design team... signing off (for now).