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Narf the Mouse

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About Narf the Mouse

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  1. Narf the Mouse

    SimpleRTS Update #1

    The next update will be commented.
  2. Narf the Mouse

    SimpleRTS Update #1

    Most of my programming has been hobbyist-theoretical and reading more blogs than is probably healthy. I'm sick of it. I wanna make a game. I'm going to make a game, using my current game engine. Presenting SimpleRTS Update 1: using System; using System.Collections.Generic; using System.Drawing; using System.Linq; using System.Windows.Forms; using Game_Engine_Toolkit; namespace SimpleRTS { static class Program { static System.Diagnostics.Stopwatch watch = System.Diagnostics.Stopwatch.StartNew(); static double lastSecond = 0.0; static double deltaSeconds = 0.0; static Display display = null; static Scene scene = null; static Keyboard keyboard = null; static Vector3 cameraPoint = Vector3.Zero; static float cameraHeight = 256; static float minCameraHeight = 32; static float maxCameraHeight = 768; static string groundName = "Ground"; static string mainCameraName = "Main Camera"; /// /// The main entry point for the application. /// [STAThread] static void Main() { try { { display = new Display( typeOfDevice: DeviceType.DirectX9, threaded: Threaded.SingleThreaded, screenMode: ScreenMode.Windowed, onDeviceLost: OnDeviceLost, onDeviceReset: OnDeviceReset, title: "Simple RTS", displayWidth: 1024, displayHeight: 768 ); } { scene = new Scene(display); } { keyboard = new Keyboard(); } { Mesh ground = scene.CreateMesh(groundName); ground.SetCube(1024, 1, 1024); ground.MaterialDiffuseColourDrawing = Color.SandyBrown; ground.MaterialSpecularColourDrawing = Color.SandyBrown; ground.MaterialSpecularColourVector *= 0.5F; ground.LocalMatrix = Matrix4x4.Translation(Vector3.Down * 0.5F); } { cameraPoint = new Vector3(-384, 0, -384); Camera camera = scene.CreateCamera(mainCameraName); camera.SetPerspective(Utility.DegreesToRadians(65), display.AspectRatio, 0.001F, 10000); camera.SetLookAt(cameraPoint + new Vector3(0, cameraHeight, -64), cameraPoint, Vector3.Up + Vector3.Forward); } { Light light = scene.CreateLight("Sunlight"); light.SetDirectional( on: true, direction: new Vector3(-55, -35, 1), diffuseColour: Color.LightGoldenrodYellow, specularColour: Color.LightGoldenrodYellow, specularExponent: 1, intensity: 0.8F ); } lastSecond = watch.Elapsed.TotalSeconds; while (!display.Closed) { deltaSeconds = watch.Elapsed.TotalSeconds - lastSecond; lastSecond = watch.Elapsed.TotalSeconds; float deltaSecondsUse = (float)deltaSeconds; keyboard.Update(); if (keyboard.State.KeyDown(Key.Escape)) break; if (keyboard.State.KeyDown(Key.PageUp)) cameraHeight = Math.Min(cameraHeight + (cameraHeight * deltaSecondsUse), maxCameraHeight); if (keyboard.State.KeyDown(Key.PageDown)) cameraHeight = Math.Max(cameraHeight - (cameraHeight * deltaSecondsUse), minCameraHeight); scene.GetCamera(mainCameraName).SetLookAt(cameraPoint + new Vector3(0, cameraHeight, -64), cameraPoint, Vector3.Up + Vector3.Forward); display.BeginScene(); display.Clear(Color.LightSkyBlue); foreach (var light in scene.Lights) light.Draw(); foreach (var camera in scene.Cameras) { camera.Draw(deltaSecondsUse); foreach (var mesh in scene.Meshes) { mesh.Draw(deltaSecondsUse); } } display.EndScene(); display.Present(); display.Update(); } } catch (Exception e) { Logging.DefaultLog.Log(e); } finally { Utility.SafeDispose(display); Utility.SafeDispose(scene); } } private static void OnDeviceLost() { if (scene != null) scene.Release(); } private static void OnDeviceReset() { if (scene != null) scene.Reload(); } } }
  3. Narf the Mouse

    Some Thoughts on Software Design

    This is something I'm only just learning and putting into practice. And y'know, I really only need four things from the engine I'm trying to build: Mesh display, very simple sprite display,, collision physics and input. Everything else is simply not necessary for my first project with that engine.
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