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lilington

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Everything posted by lilington

  1. lilington

    PC Camera and platform Update

    Hello, It's been a while. I was busy again with other stuff but I managed to work on the game engine (less on the game itself) during this time. The new features are not visible for most of them, it is more about code optimization and organization. But now we have a better 2D camera system that I will present right now. The first nice thing is how to use the camera. I just need to initialize, choose among some functions and call the camera update function it in the game loop. void bkp_graphics_2DinitCamera(BKP_Rect dim, BKP_Rect world,int camera_function); //Initialize int bkp_graphics_camera2D(BKP_Dynamics2D P); //Call in main loop to follow the scene void bkp_graphics_2DsetCameraDim(BKP_Rect dim); //obsolete void bkp_graphics_2DsetCameraWorld( BKP_Rect world); //world limits (up,left,down,right) void bkp_graphics_2DsetCameraAuto(float auto_speed); //obsolete use camera2DsetFunc() instead void bkp_graphics_2DsetCameraSpeed(BKP_Vec2 speed); //set a speed other than default void bkp_graphics_2DsetCameraPanic(float up, float down); //set the panic lines for vertical scroll IMPORTANT void bkp_graphics_2DtoggleCamera(void); //Freeze the camera to the current position or unfreeze void bkp_graphics_camera2DsetFunc(int function); //select a camera function Basically, there are only 2 mandatory functions, others are used to change the default values for the camera function, focus or speed. There are more than listed here. Yes, it is possible to change the camera function during the game. Here is an example of how to use it: BKP_Rect world = setMapPlatform(); bkp_graphics_2DinitCamera(bkp_rect(g_scr.w / 4, g_scr.h * 2 / 5, 0.0f, 0.0f), world, BKP_CAMERAFUNC_SMOOTHSTD); bkp_graphics_2DsetCameraPanic(150,50); bkp_graphics_camera2DsetFunc(BKP_CAMERAFUNC_FOCUS); while(Player->input->Cancel == 0) { bkp_input_capture(Player->input); manage_player(); bkp_graphics_camera2D(Player->dyn); Ugp_draw(); _update_fps_counter( fps); //print on the screen FPS and Memory usage _update_memUsage(mem); } 1/get the world dimension from the level layout. 2/ select smoothstd function for scrolling 3/set the up panic at 150 pixels under the top of the screen and 50 over the bottom of the screen 4/we change the current function to FOCUS to tell the camera to scroll to the target instead of just show the player in the centre (look at the beginning of the 2nd video to see the scrolling animation to find the player). The camera will switch automatically to the function passed in 2DinitCamera as soon as the target is locked. By using BKP_CAMERAFUNC_FIXEDSETFOCUS, we will set the camera without scrolling the prior animation to find the player. I organized the code in the way that it is easy to add a new camera function without modification in the game loop. let's have a look. Actually the bkp_graphics_camera2D() is that simple: int bkp_graphics_camera2D(BKP_Dynamics2D P) { int ret = camera2D(&stc_2D->camera, P); if(BKP_TRUE == ret) { bkp_graphics_2DsetCameraSpeed(stc_2D->camera.delta); bkp_graphics_2DTranslateView(stc_2D->camera.speed); // manual } return ret; } int camera2D(BKP_Camera * S, BKP_Dynamics2D P) { if(S->on == BKP_FALSE) //set or unset by toggle() return BKP_FALSE; return TBL_Camera[S->func](S, P); //all functions are in this table } Notice that I pass a BKP_Dynamics2D structure to the camera instead of anything else not general, all objects I want to get focused by the camera should have a BKP_Dynamics2D structure. That's it, Player, NPC, or whatever object so far has that. it is a simple structure with position, dimension, ... So, next time I want to add a new camera I just have to create the function and set a new entry in the enum of camera functions et voila, nothing to change, just add. LOCKON camera : It is just a basic camera where the player is centred everytime it is possible. For horizontal movements it is ok but when it comes to jumps it starts to hurt our eyes. I did it at the beginning just to be able to test the collisions and travel around the map. This camera function is not really usable to play a platform game. STDsmooth camera This function solves the problem with vertical scrolling and smoothly scroll. when changing the direction we can notice the camera scroll to give us some room in the direction the player is facing. On vertical movement, the Camera scrolls only the player is on a platform or if he is going to high (on the video the orange line) here let see the differences between the two functions on vertical movements.(sorry for the gif, gimp decided to annoy me) . You can see on the left gif the player jumping without the camera moving while on the right gif it moves everytime the player move up The lockon camera is used in Soul of Mask, but I keep it here because this is the choice I made for autoscrolling. I made a function auto scroll before which is obsolete (or not, maybe I will delete it maybe not) and replace by the Lockon camera. I just ask the camera to follow a target different than the player. Here on this video, you will see a green square moving around. The camera will use this green scare as a target, that's it I have an auto scroll now: Coming up next: I will stop the game engine and go back to the game development again, the next time we should have the first image of the game. Thanks for reading. Any technical questions ? don't hesitate. I decided to release the engine part on Github and only keep the game part proprietary.
  2. lilington

    PC Camera and platform Update

    yep, see you soon with more progress.
  3. 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.
  4. 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.
  5. lilington

    Scroll Mem and Text

    Thank you
  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

    More collisions and little physics

  8. 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.
  9. 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
  10. lilington

    Min collisions

    Thanks, the next entry will be sooner
  11. That should be a lot of work. very good. keep working.
  12. 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.
  13. 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.
  14. lilington

    Let's start

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

    The Poor Man's Netcode

    Wow, great entry.
  16. 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.
  17. lilington

    Organization and prioritizing

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

    Organization and prioritizing

    Let me tell you my case and you can see what can be useful for you. let say Super Mario Bros didn't exist and I imagined it. Yes I will write on paper most of the game mechanic and all the feature I want to see in it for a period of time T (pure example T = 3 days) during those 3 days, I'll compile ideas without thinking about anything else. Then when it will be time for working on the game, I'll just work on Marion and Mario only. all his possible movement. it is an easy and near goal: - make Mario move. - make Mario jump. - long jump. - crouch, - transform. (grow, reduce size, fire ball) you can notice that all of those steps can be more or less challenging but they are small enough for me to finish it before losing motivation. Then let go to something else. Your main charactere is ready, you can continue like this for each step.It is not forbidden to add features to Mario but not during the implementation of something else. The question you may ask is how I make steps list. Well, this will depend on how I make the game (Game engine or not, Reusing previous code or not, ...).
  19. @KonamiCode so fun, I think you should have been hired to work on Superman 64. the game would have been better
  20. lilington

    2018 New Year Challenge: Missile Command

    @KonamiCode so fun, I think you should have been hired to work on Superman 64. the game would have been better
  21. better feeling right? good job anyway
  22. lilington

    2018 New Year Challenge: Missile Command

    better feeling right? good job anyway
  23. hello @Tazbird can I ask you to add something more? when we shoot it will be nice if you put a sound or an animation to show that we did something. good job dude.
  24. lilington

    2018 New Year Challenge: Missile Command

    hello @Tazbird can I ask you to add something more? when we shoot it will be nice if you put a sound or an animation to show that we did something. good job dude.
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