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Thread: Writing a better 2D engine. (Phoenix 2D Game Engine)

  1. #91

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Time for a small status update

    I have got the basics of the sprite engine working, some work left on optimizations and colissions through. I have converted the basic parts of the GLXTreem gui engine aswell and it works nice.

    One pending project atm is the font compiler, it should really need some more work (support for symmetrical grid fonts for instance, maybe nehe's font format (yes the font renderer will cope with that quite easilly ) ) If someone feels like ending up on the credit list the source for the font compiler is included in the last release.
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

  2. #92

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Andreaz, can you post up the DL link again. I'd like to make sure that the wrapper stuff is still on target and wrap up the things that you have added. As well as integrate the XML stuff I finally completed.

  3. #93

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Shure, here's the latest soruce:

    http://www.glxtreem.net/Phoenix2006-07-24.rar

    Oh, and there's already a xml parser included (written by myself and is a modified version of the one used in GLXTreem) that the component engine uses.
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

  4. #94

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Hi...

    A suggestion, about the Particle Engine, you could give a look o XParticles for Asphyre. It´s a very good particle engine with editor already ready, and i think it will be not hard to convert. I think the author will allow the conversion if asked.

    http://www.afterwarp.net/forum/showt...light=particle

    []´s
    Cezar

  5. #95

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Hi Andreaz...

    I can´t compile the Sprite Example. It´s missing the phxSpriteEngine.pas file.

    []´s
    Cezar

  6. #96

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Seems i forgot to add that one to the rar file, you can get it from here:

    http://www.glxtreem.net/phxSpriteEngine.pas
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

  7. #97

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Quote Originally Posted by Andreaz
    Seems i forgot to add that one to the rar file, you can get it from here:

    http://www.glxtreem.net/phxSpriteEngine.pas
    I just figured that it wasn't complete yet

  8. #98

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Quote Originally Posted by jdarling
    I just figured that it wasn't complete yet
    Quite correct, yesterday i've reworked the collision groubs a bit so now you have very goood control on wich sprites can collide with eachoter (by making smart seperations you can get very good speeds with no fancy optimisations). I also extended the animated sprite class so it really supports animated sprites. Still some work on the collision detection and responce left.
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

  9. #99

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Yet another status update:

    The sprite engine is now working very good, currently working on wrapping up a small demo showing off some of the functionality, there will be a much larger demo/game aswell but i'll leave that as a surprise.

    Have started writing a SoundEngine using OpenAL aswell and it's progressing well, nothing fancy yet.

    Cairn, hows the image list going, i came up with a nice idea to improve the pattern animaton, to add 2 new variables: PatternSkipX and patternSkipY, wich does just as it sounds, skips a few pixels for each pattern, could be usefull for nonpower of two textures and the gui engine for instance.

    Gonna try getting a new version up tonight

    Edit: And btw, if there's anything you feel that could be improved or is working badly dont be afraid to say so. Feedback is much welcome !
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

  10. #100
    Legendary Member cairnswm's Avatar
    Join Date
    Nov 2002
    Location
    Randburg, South Africa
    Posts
    1,537

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    A status update from me

    I started adding the other Pattern based drawing functions last night. Unfortunatly it doesn;t worked with scaled images. I am still busy making the changes.

    I want to add methods to allow custom patterns to be defined (ie define sections of the image as new sprites that then use the normal drawing functions) - however this wont then work with the stretch draw functions.

    I am starting a set of articles for a local free game dev magazine (Gameforce - http://gamedev.co.za) on making 2D game with FreePascal and Phoenix. I will include all the aricles I write for inclusion in the Phoenix download. (It will be a 6 part series).
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

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