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Programmer16

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Ok, I've got the project that I'm going to be working on once the code base, Chompy, Blocks Gone Wild, and Spelunker are done. All I'm saying is that it's code-named Project Alchemy.

As requested, here's my list of classes: Class List. Will probably be modified over then next few days and once I get into a module (for example, I plan on adding an AnalogClock and a StripClock control to the GUI.) And don't even ask what the Seer Interface is, because I'm not going to tell you ^_^.

I'm working on finishing up the math module right now. I'll report back tomorrow night. I should be able to get a ton done, I don't have to work tomorrow.
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Do you really need to be doing all of that stuff yourself?

Are you averse to using a graphics engine, such as Ogre? Or is there a particular reason why you are writing everything yourself?

Oh, and shouldn't "Texture", "Shader" be listed under "Device?"

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Quote:
Original post by Endar
Do you really need to be doing all of that stuff yourself?

Are you averse to using a graphics engine, such as Ogre? Or is there a particular reason why you are writing everything yourself?


I'm not averse to using existing modules at all, but I'm not going to use them until I'm able to make an engine of my own that I can actually use to make a decent game. Not the greatest reason, but IMO it'd be dumb to try making games if I can't manage to write a simple game engine.

Quote:
Oh, and shouldn't "Texture", "Shader" be listed under "Device?"

The modules themselves are in order, but each of their classes aren't. Unless you mean under as in inside of the Device class. In which case, I can kind of see where you're coming from, but I don't see any advantage to it (if I'm missing something say so, that's why I'm doing this lol.)

Thanks!

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Thanks for posting the list, I'm always curious how others break down their projects!

Yeah it's a tough line to walk between writing a game or a game engine. If you're doing it to learn then it's a fun process but if you want to write a game spending time re-inventing vector, rectangle, etc code doesn't realy help you do that. It all depends on what you want to get out of it. Looks like you really enjoy doing UI from your list.

Few questions for ya:

What's a Layer? I.e. how is it different in terms of graphics from a Texture?
What's Triple?
How's image and icon different? Isn't an icon just an image?
Are TextEntryPad and NumberEntryPad's like on screen keyboards?
What makes a SideBar?
What maps to your idea of a Window or Dialog?

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Quote:
Original post by Tallitus
Thanks for posting the list, I'm always curious how others break down their projects!

Yeah it's a tough line to walk between writing a game or a game engine. If you're doing it to learn then it's a fun process but if you want to write a game spending time re-inventing vector, rectangle, etc code doesn't realy help you do that. It all depends on what you want to get out of it. Looks like you really enjoy doing UI from your list.

Few questions for ya:

What's a Layer? I.e. how is it different in terms of graphics from a Texture?
What's Triple?
How's image and icon different? Isn't an icon just an image?
Are TextEntryPad and NumberEntryPad's like on screen keyboards?
What makes a SideBar?
What maps to your idea of a Window or Dialog?


Yea, rewriting math classes is slowing me down, but it's helping me learn the math, plus it's keeping my library consistent and making my life easier (reading and writing math components is a lot easier for example.)

The layer class contains the actual image data and will have methods for image manipulation. The reason I'm including it though is for stuff like mouse maps and height maps.

I didn't realize that I wrote triple down; I meant to do Polygon or Triangle. Most of the 2D engines that I've seen use Triple though.

You've got a good point there actually. I think I can just get rid of Icon; thanks!

Yea, pretty much; just with a different layout. TextEntryPad will be laid out similar to how console game's have name entry and such and the NumberEntryPad will be laid out similar to the number pad on the keyboard or a security panel.

A SideBar is a menu that pops out from the side of the window but uses images instead of text (and it can be any wall of the screen; top, left, bottom, or right.)

My idea of a dialog or window is a simple container that holds controls. So, more of a container than a "dialog" or "window."

Thanks!

-edit-
And yes, I *love* GUI design and development.

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