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About lilington

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  1. lilington

    Do you still play video games?

    I am stuck in 80-90-2000's but I recognize that I play well less than before. I just finished Mass effect Trilogy last month. I don't play mostly because I don't like the new games than because I am making some.
  2. lilington

    Scroll Mem and Text

    Thank you
  3. lilington

    Scroll Mem and Text

    s.Yep Yep!! Back again this time with more changes, it is probably the last stop (I hope) before I start to talk about the new game on its own. So what is new. Let see the main function for an overview, here is a test for almost all the features of the game engine: BKP_Entity_Agent * G[3] ; BKP_PlatformMap * Map; BKP_Vec2i g_scr; BKP_Vec2 TWH; //screen ratio based on game artist TWH.w = sprite.w * screen.w / expected.w same with TWH.h int main(int argc, char **argv) { //bkp_setMouse(GLFW_CURSOR, GLFW_CURSOR_DISABLED, mouse_callback, scroll_callback); //bkp_setLogInfo("logdir/",BKP_LOGGER_DEBUG, BKP_LOGGER_FILEOUT | BKP_LOGGER_TERMOUT, BKP_LOGGER_OAPPEND) //change default log //void bkp_setOpenGLInfo(3, 1) //minimal version 3.1 //bkp_setWindowInfo(1024, 768, BKP_TRUE,"BKP Test"); //fullscreen 1024x768 bkp_setWindowInfo(0, 0, BKP_FALSE,"BKP Test"); // window mode, auto detect screen resolution if(bkp_startEngine(argv) != BKP_TRUE) return EXIT_FAILURE; bkp_input_Init(); g_scr = bkp_graphics_getWindowDimensions(); TWH = bkp_graphics_getTWH(1920, 1080); bkp_input_setKeyPauseTimer(.05); G[0] = (BKP_Entity_Agent *) bkp_memory_getTicket(sizeof(BKP_Entity_Agent)); G[1] = (BKP_Entity_Agent *) bkp_memory_getTicket(sizeof(BKP_Entity_Agent)); G[0]->spritesheet = bkp_graphics_2dloadSurface("data/graphics/h_none.png"); G[1]->spritesheet = bkp_graphics_2dloadSurface("data/graphics/platform.png"); init_player(G[0]); setMap(); BKP_Font * myfont; myfont = bkp_graphics_newFont("data/fonts/DejaVuSans.ttf", 64, 128); BKP_ScreenText * fps = bkp_graphics_appendTextPool("do not care", 64, myfont, bkp_vec2(20 * TWH.w,64 * TWH.h), bkp_vec2(.3 * TWH.w,.3 * TWH.h), bkp_vec4(0.98f,0.98f,0.2f,1.0f)); BKP_ScreenText * mem = bkp_graphics_appendTextPool("can't see me", 128, myfont, bkp_vec2(20 * TWH.w,96 * TWH.h), bkp_vec2(.3 * TWH.w,.3 * TWH.h), bkp_vec4(1.0f,1.0f,1.0f,1.0f)); while(G[0]->input->Cancel == 0) { bkp_input_capture(G[0]->input); manage_platforms(Map); //rotating and moving platforms manage_player(G[0]); bkp_graphics_2dscroll(G[0]->dyn.gbox); Ugp_draw(); _update_fps_counter( fps); _update_memUsage(mem); } bkp_graphics_releaseTextPool(fps); bkp_graphics_releaseTextPool(mem); bkp_graphics_freeFont(myfont); unsetMap(); bkp_memory_releaseTicket(G[0]->input); bkp_memory_releaseTicket(G[0]->spritesheet); bkp_memory_releaseTicket(G[1]->spritesheet); bkp_memory_releaseTicket(G[0]); bkp_memory_releaseTicket(G[1]); bkp_logger_write(BKP_LOGGER_INFO,"\t________________________________\n"); bkp_logger_write(BKP_LOGGER_INFO,"\t*POOLS* Allocated : %.1f Kb\n",(float)bkp_memory_allocated() / 1024); bkp_logger_write(BKP_LOGGER_INFO,"\t*POOLS* Used : %.1f Kb\n",(float)bkp_memory_usage() / 1024); bkp_logger_write(BKP_LOGGER_INFO,"\t*POOLS* Free : %.1f Kb\n",(float)bkp_memory_free() / 1024); bkp_stopEngine(); return EXIT_SUCCESS; } For those who have an allergy to global variables don't worry it is just for testing :P. So, now before starting the engine, it is possible to change some engine states by using functions like bkp_set*(); here they are commented. When the engine starts it will set up my memory pools. Those are a number of memory stacks of a different size. Every time I require some memory it will give me a "ticket" (pointer of size N) popped from stack #n. All allocations are made at the first time an object of size N is required. For example, if I want 64bytes and the pool is empty it will malloc(64 * default_number_of_object) then later I will just need to pop the ticket or push it back. There is no garbage collector but memory leaks are detected and logged. PRO: the number of calls to malloc is very low or at least computable before a game starts. CON: the default values may waste memory. However, using bkp_set_memory*() allows changing the parameter for pools of the same memory. Anyway, I will need to make statistics for each game to calculate how to set up the memory manager. G[0] = (BKP_Entity_Agent *) bkp_memory_getTicket(sizeof(BKP_Entity_Agent)); This line shows how to ask a ticket (pop a block). I can show the details of the memory manager if asked. Next is the text-engine (if I can call it like this), it is still temporary as I am still a beginner with freetype and I am not sure I will continue with it at the moment, I used it because I want a result and don't want to reinvent the wheel. The function to draw is the following, it needs a font loaded by bkp_graphics_newFont (not sure if I want to separate Text module and Graphics module yet) void bkp_graphics_renderText(const char * str, BKP_Font * font, BKP_Vec2 pos, BKP_Vec2 scale, BKP_Vec4 color) In the previous code you don't see any calls of that function because I use an OnscreenTextBuffer, it is a buffer of linked lists where each node contains everything to draw a text on screen such as Text, Position, Scale, Color. Any text can be added to buffer with the following: BKP_ScreenText * fps = bkp_graphics_appendTextPool("do not care", 64, myfont, bkp_vec2(20 * TWH.w,64 * TWH.h), bkp_vec2(.3 * TWH.w,.3 * TWH.h), bkp_vec4(0.98f,0.98f,0.2f,1.0f)); Here a pointer to the buffer entry is returned to "fps", so you guess for which purpose. 64 is the size in bytes of the text length. Once set, the size cannot change but the content can be changed, for example, like this: sprintf(fps->text, "%s : %d", "fps = ", vfps); void _update_memUsage(BKP_ScreenText * stext) { ssize_t s = bkp_memory_using(); sprintf(stext->text,"memory pool : %.2fMb | %ldKb |%ld bytes", (float)(s/ 1024) / 1024, s / 1024, s); return; } and the internal function will write all texts like this: void bkp_graphics_OnScreentext() { if(NULL == stc_Btext->head) return; BKP_ScreenText * ps = stc_Btext->head; // if text not initialize will segfault. Warning for(; NULL != ps; ps = ps->next) bkp_graphics_renderText(ps->text, ps->font, ps->pos, ps->scale, ps->color); return; } The last thing I did was scrolling. I didn't do anything fancy or special here, just adding a VIEW matrix in the shader. Every time I move the view portbkp_graphics_2dscroll(G[0]->dyn.gbox); in the GPU otherwise it keeps its values. It is a single function that takes as a parameter a rectangle to focus on. In the following example, the center of the player's bounding box is used as the point of focus: bkp_graphics_2dscroll(G[0]->dyn.gbox); Something I didn't show here is that is possible so set an autoscroll by just giving a default x/y speed to the scroller once again with a function like bkp_set*(). If I comment one of the bkp_memory_releaseTichet() lines at the end we get this in the log file or/and screen: [ INFO ][ 2018-06-21 15:56:08 ] -> Graphics Engine stopped [OK] [WARNING][ 2018-06-21 15:56:08 ] -> Ticket for Memory pool are not all released, **MEMORY LEAK** P(4) s:320 [ INFO ][ 2018-06-21 15:56:08 ] -> Destroying Memory pools[OK] The memory leak is detected in the Pool number 4 (320 bytes/ticket) unfortunately I do not provide a way to find exactly where it is. However, it is already a good hint to find it. Now a small video to show everything. I made the character bounce to show clearly all platforms' properties. What will come next? So far in my learning process I start to go away from my main goal, indeed if this demo shows a Mario like a game, it is not at all what I am making but some features I needed are now present. As an example, the double jump will not be in my game but I implemented it. It is time to pause the game engine development and go to game dev. Next step should be creating the main character and his/her basic movements. I spend a lot of time separating tasks, making the project ready to receive other contributors. That's why I am creating and documenting all the functions. I also have an artist now, not official yet but... Anyway, my experience made me suspicious. Something I have to recognize I am bad at is levelling. I needed such a long time to pass all basic levels of Soul of Mask, this game is difficult and the difficulty doesn't come crescendo, it is too sudden. I didn't even finish the last level, it looks impossible for me. And as always thanks for reading. Until next time ps: I am thinking about making the game engine open-source, for those who read it please tell me in the comment what you think about that Idea.
  4. lilington

    More collisions and little physics

  5. lilington

    Min collisions

    Oops , I just noticed it. haha. been busy with my feeding me job and the game. I just posted something new. you can have a look at the next entry. thanks
  6. lilington

    More collisions and little physics

    Hi everybody, It's been a while, hopefully, I have new stuff. let have a look at a video to see the news. - The dark blue platform will make the character move to the right side. you will see it moving right but as there is no animation looks like I move it myself. this is a platform property: slider. - the tiny platform down is just to test the speculative collision if I come with full speed, in this case, it is around 16pixels/frame - the red platform is sticky and slows the character movements (except jump: todo) Property: sticky - the platform just above allow to go through from down, it is not a property but caused by the structure of the platform, all platforms are made with 4 faces with a flag that allows or not to go through that face. It has to be combined with a boolean (allowed_in_platform = True) to allow the character to not be ejected from the platform - the obvious one is the ice platform as you can see you can reach full speed and slide longer before being able to stop. sticky = 0.0f. At 1.0f your object cannot move at all. - Multi-jumps, I just made it easy for game development. It is just a variable to set (here at 2) to decide how many consecutive jumps are allowed. Here I hide the platforms' sprites and show they collision boxes, you can notice they have different size. You can see the character's collision point and bounding box. coming next. more physics, going back the game design and story. next time I should be able to present the beginning of the game. This may take sometimes as I need to make a lot of decision (reversible for some of them) see you soon.
  7. lilington

    Min collisions

    Thanks, the next entry will be sooner
  8. That should be a lot of work. very good. keep working.
  9. lilington

    Min collisions

    Hey, I have been busy lately, still learning more about OpenGL and of course my work. I should accelerate a little bit now. Now I added a collision engine, very basic at the moment. it is about detecting if a point is inside a platform rotated or not. plus solve the deformation on rotations in the previous entry. Also updated the math functions. Collision: Nothing very fancy, just check if the point is inside the bouncing box if the platform is not rotated it will return collision detected. if the platform has rotated then the point will be rotated opposite angle to go back to the previous situation and do the same check. int bkp_physics_inPlatform2D(BKP_VEC3 point, BKP_Entity_Platform * p) { float X = point.x; float Y = point.y; if(X > p->bbox.x && X < p->bbox.x + p->bbox.w && Y > p->bbox.y && Y < p->bbox.y + p->bbox.h) { if( p->isrotated == BKP_TRUE) { X = X - p->rotate.center.x; Y = Y - p->rotate.center.y; float x = p->rotate.center.x + X * p->cos_a - Y * (- p->sin_a); float y = p->rotate.center.y + X * (- p->sin_a) + Y * p->cos_a; if(x > p->x && x < p->x + p->w && y > p->y && y < p->y + p->h) return BKP_TRUE; } else return BKP_TRUE; } return BKP_FALSE; } Notice that the cos and sin are precalculated each team the platform if it rotates only. avoiding to use too much expensive cos and sin. You can see on the video the mouse cursor becoming red each time it is inside a platform.You can also see on the sprite 8 points that I will be used to make the collision detection. Gravity: on this other video, I activated gravity. but no collision. it is possible to jump in the air to test the effect of jump Well, that's all done for now. I will unify collision detection and gravity, add some penetration resolution and we will see a first step done. next step will be more about game play.
  10. lilington

    Let's start

    Hello, Minimal input module (keyboard only by now) is finish. gravity is finished, objet can jump and fall but no collision, so just fall down out of screen. At this moment, I am trying to solve a deformation after rotation, looks like projection matrix is wrong somewhere. I need to solve this before i continue to collisions.
  11. lilington

    Let's start

    Thanks, something will be finished this week-end (I hope)
  12. lilington

    The Poor Man's Netcode

    Wow, great entry.
  13. lilington

    Let's start

    Hi everybody, After my first game and story, it is time to start the new one with more experience this time. The primary goal is to avoid the same mistakes, so I will start to talk about it now. It is not the very beginning as I already have 11000 lines of codes. From Soul of Mask experiences, I learn that I should talk about my game as soon as possible. So I will introduce the new game to my two favourite forums GDN and another one in French: Game name: Not sure about it yet and it is not so important now. Game genre: Platform, Adventure. (kind of limbo and Ninja Gaiden mixt) Programming: C core engine, C or C++ game (not decided yet) Graphics: 2D/3D. Graphics lib: OpenGL > 3.5 Audio: Not sure yet (probably OpenAl) Platforms: for the moment Windows 10 and Linux (other may come later or not) Relative to the game ( story, artwork, ....): As I said it didn't start already, but story big picture is finished. So what am I doing now? I am finishing the first part that will make me decide if I continue the project or not. It is essentially technical like object collision, sprite animation, learning more about platform game technic... What did I do? Well, I decided to not use SDL2 as I want to port my game in some platform that does not support SDL. So I choose OpenGL. Plus I plan to use some 3D features in the game. So I mocked SDL2 behaviour and write it very specifically for my game. Here is a screenshot that shows objects rotating. I used a sprite sheet from Soul of Mask, we can also see a red box and a rectangle coming from a function call drawRectangle (more details soon) here we can see the code I will need to write for an animation: bkp_graphics_2dReady(BKP_TRUE); BKP_Rec dest,src; BKP_Rotate r; src.w = 64; src.h = 64; src.x = 2; src.y = 2; dest.w = 92; dest.h = 92; dest.x = 500; dest.y = 200; static float iii = 0; static double tm = 0; static double ta = 0; static int alpha = 255 ; static int dal = 2; tm = glfwGetTime(); //animation timers if(tm - ta > 64.0f / 1000.0f) { ta = tm; iii += .125; if(alpha <=0 || alpha >=255) dal = -dal; alpha += dal; } r.center.z = 0; r.angle = -iii; r.center.x = dest.x + dest.w / 2; r.center.y = dest.y + dest.h / 2; bkp_graphics_drawSurface(G[0] ,&dest,&src,&r,BKP_GRAPHICS_FLIPNONE, &alpha); dest.w = 368; dest.h = 138; dest.x -= 35; dest.y -= 20; bkp_graphics_2dsetColori(255,255,255,255); bkp_graphics_drawRectangle(&dest, BKP_FALSE); dest.w = 168; dest.x = 250; r.angle = iii; bkp_graphics_drawSurface(G[2] ,&dest,&src,&r,BKP_GRAPHICS_FLIPH, NULL); r.angle = -iii /4; bkp_graphics_drawSurface(G[0] ,&dest,&src,&r,BKP_GRAPHICS_FLIPV, NULL); dest.x = 620; bkp_graphics_2dsetColori(255,0,0,255 / 2); bkp_graphics_drawRectangle(&dest, BKP_TRUE); bkp_graphics_2dFlush(); Looks a little bit like SDL. In this example we can see all the job done so far, Scaling, Positioning, FLIP (vertical, horizontal), Rotate around a point and transparency. Those are all I used with SDL2 so far for Soul of Mask. The first objective is checked. Here is a video that illustrates it: bkp-2018-03-01_15.32.12 I don't go into the deep details about how I did things, but if people request it in the comments I will, I mean I would like to share it as I think some people who use OpenGL better than I do may give me some precious pieces of advice and improve the way I did it, in the meantime more beginner than I am will have a hint to start. Time for a little of performance: The graphics engine is able to draw on those 3 differents devices (here GPU integrated in CPU) - draw a frame in 0.016 ms for 1700 animated sprites on a Intel(R) Core(TM) i5-4210U CPU 1366x768 - draw a frame in 0.016 ms for 1000 animated sprites on a Broadwell Intel Core M-5Y70 HD 4k - draw a frame in 0.016 ms for 7000 animated sprites on a Intel(R) Core(TM) i7-7700 CPU 1920x1080 I didn't test it with a Nvidia or Radeon graphics card yet, for the moment it is irrelevant but it will come later. Conclusion on using custom vs SDL2 pro: Faster. I know everything behind it. con: Fewer features, less flexible, unoptimized and probably full of bugs I didn't notice yet. I also added a log system I didn't have it for my previous game so at any crash I add to try to reproduce it very hard now it is better just have to read log file on crashes. here is the output of this video: DEBUG set Moving to directory `../` [ INFO ][ 2018-03-01 15:27:06] -> Starting Graphics Engine ... [ INFO ][ 2018-03-01 15:27:06] -> Starting GLFW 3.2.1 X11 GLX EGL clock_gettime /dev/js Xf86vm shared [ INFO ][ 2018-03-01 15:27:06] -> Monitor info: [ INFO ][ 2018-03-01 15:27:06] -> #1 1920x1080 [ INFO ][ 2018-03-01 15:27:06] -> #0 1366x768 [ INFO ][ 2018-03-01 15:27:06] -> -------------------------- [ INFO ][ 2018-03-01 15:27:06] -> GL Context Params : [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS : 192 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_CUBE_MAP_TEXTURE_SIZE : 16384 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_DRAW_BUFFERS : 8 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_FRAGMENT_UNIFORM_COMPONENTS : 16384 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_TEXTURE_IMAGE_UNITS : 32 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_TEXTURE_SIZE : 16384 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_VARYING_FLOATS : 128 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_VERTEX_ATTRIBS : 16 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS : 32 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_VERTEX_UNIFORM_COMPONENTS : 16384 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV : 0 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_SAMPLES : 8 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV : 32768 : 32768 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_SAMPLES : 0 [ INFO ][ 2018-03-01 15:27:06] -> -------------------------- [ INFO ][ 2018-03-01 15:27:06] -> Opening window with GLFW3 [OK] [ INFO ][ 2018-03-01 15:27:06] -> Renderer : Mesa DRI Intel(R) Haswell Mobile [ INFO ][ 2018-03-01 15:27:06] -> OpenGL version : 4.5 (Core Profile) Mesa 17.2.4 [ INFO ][ 2018-03-01 15:27:06] -> 4.5 [ INFO ][ 2018-03-01 15:27:06] -> program 3 GL_VALIDATE_STATUS = 1: [ INFO ][ 2018-03-01 15:27:06] -> ------------- shader programme 3 info --------------- [ INFO ][ 2018-03-01 15:27:06] -> GL_LINK_STATUS = 1: [ INFO ][ 2018-03-01 15:27:06] -> GL_ATTACHED_SHADERS = 2: [ INFO ][ 2018-03-01 15:27:06] -> GL_ACTIVE_ATTRIBUTES = 1: [ INFO ][ 2018-03-01 15:27:06] -> 0) type:vec3 name: vp location: 0 [ INFO ][ 2018-03-01 15:27:06] -> GL_ACTIVE_UNIFORMS = 2: [ INFO ][ 2018-03-01 15:27:06] -> 0) type:mat4 name: matrix location: 0 [ INFO ][ 2018-03-01 15:27:06] -> 1) type:vec4 name: color location: 1 [ INFO ][ 2018-03-01 15:27:06] -> ------------- end info --------------- [ INFO ][ 2018-03-01 15:27:06] -> program 6 GL_VALIDATE_STATUS = 1: [ INFO ][ 2018-03-01 15:27:06] -> ------------- shader programme 6 info --------------- [ INFO ][ 2018-03-01 15:27:06] -> GL_LINK_STATUS = 1: [ INFO ][ 2018-03-01 15:27:06] -> GL_ATTACHED_SHADERS = 2: [ INFO ][ 2018-03-01 15:27:06] -> GL_ACTIVE_ATTRIBUTES = 2: [ INFO ][ 2018-03-01 15:27:06] -> 0) type:vec3 name: vertex_position location: 0 [ INFO ][ 2018-03-01 15:27:06] -> 1) type:vec2 name: vt_loc location: 1 [ INFO ][ 2018-03-01 15:27:06] -> GL_ACTIVE_UNIFORMS = 3: [ INFO ][ 2018-03-01 15:27:06] -> 0) type:mat4 name: matrix location: 0 [ INFO ][ 2018-03-01 15:27:06] -> 1) type:vec4 name: vt_ location: 1 [ INFO ][ 2018-03-01 15:27:06] -> 2) type:sampler2D name: basic_texture location: 2 [ INFO ][ 2018-03-01 15:27:06] -> ------------- end info --------------- [ INFO ][ 2018-03-01 15:27:06] -> program 9 GL_VALIDATE_STATUS = 1: [ INFO ][ 2018-03-01 15:27:06] -> ------------- shader programme 9 info --------------- [ INFO ][ 2018-03-01 15:27:06] -> GL_LINK_STATUS = 1: [ INFO ][ 2018-03-01 15:27:06] -> GL_ATTACHED_SHADERS = 2: [ INFO ][ 2018-03-01 15:27:06] -> GL_ACTIVE_ATTRIBUTES = 2: [ INFO ][ 2018-03-01 15:27:06] -> 0) type:vec3 name: vertex_position location: 0 [ INFO ][ 2018-03-01 15:27:06] -> 1) type:vec2 name: vt_loc location: 1 [ INFO ][ 2018-03-01 15:27:06] -> GL_ACTIVE_UNIFORMS = 4: [ INFO ][ 2018-03-01 15:27:06] -> 0) type:mat4 name: matrix location: 0 [ INFO ][ 2018-03-01 15:27:06] -> 1) type:vec4 name: vt_ location: 1 [ INFO ][ 2018-03-01 15:27:06] -> 2) type:sampler2D name: basic_texture location: 2 [ INFO ][ 2018-03-01 15:27:06] -> 3) type:float name: alpha_factor location: 3 [ INFO ][ 2018-03-01 15:27:06] -> ------------- end info --------------- [ INFO ][ 2018-03-01 15:27:06] -> 2D Graphics Engine start [OK] [ INFO ][ 2018-03-01 15:27:06] -> Graphics Engine started [ INFO ][ 2018-03-01 15:27:17] -> [ INFO ][ 2018-03-01 15:27:17] -> deleting shader programe 3 [ INFO ][ 2018-03-01 15:27:17] -> deleting shader programe 6 [ INFO ][ 2018-03-01 15:27:17] -> deleting shader programe 9 [ INFO ][ 2018-03-01 15:27:17] -> 2D Graphics Engine closed [OK] [ INFO ][ 2018-03-01 15:27:17] -> Window closed [OK] [ INFO ][ 2018-03-01 15:27:17] -> Graphics Engine stopped [OK] [ INFO ][ 2018-03-01 15:27:17] -> Logger closed [OK] [ INFO ][ 2018-03-01 15:27:17] -> Game Engine stopped [OK] What's next? I am learning about the type of game I am doing, I should have some basic movement of main character and platform collisions soon. I promise myself I will not do everything alone again so this blog will be also used to seduce whoever want to jump into this adventure. But by experience I know I may finish alone again (who knows). Thanks for reading, I will post more as soon as I have something new to show. Have a nice day.
  14. I will add something to give you an Idea of what you may do. I am writing now the graphic part of my new game using only Opengl, It is already about 11000 lines of code to do do what needs something like 400 lines with SDL2. So as they already told you unless you want to learn or/and just love the process of writing game, just go with a game engine. This thing eat time and you need ALOT of motivation to not stop in the middle of nowhere.
  15. lilington

    Organization and prioritizing

    Didn't know this channel, it is full of useful informations
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