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Being a Com-Sci Student, I knew that sooner or later I would have to develop a highly sophisticated program on my own which is aimed towards the Computer literate people something that is different from the capstone project that the IT people are going to take. As a part of my future thesis, Game Engine development and design, and part of my childhood dream on becoming a Game developer, I had already started little by little on developing my game engine, Code Named: Blockboy, the second game engine that I created using an OpenGL wrapper API SFML. ![]() Little is much to be said about my progress, if we talk about speed, my development is somewhat, slow because of the fact that I'm not much focused on this one but is somehow created as a hobby during my free time, talking about progress, last month, I had to created a collision detection function that traces how the object collides with another object, and just today (May 5, 2012), I had already created a robust collision handling that will take part on the movement handler for both the AI and the player. It is far from perfect, however, usually the imperfection of the collision algorithm right now is shown where objects doesn't collide properly when you're getting low frames per second (lesser than 20) I'm trying to find a work-around on this issue... The reason why the engine is called blockboy is because of the way it handles objects and how it is designed to act like that way. Progress: June 1, 2012
Windows [Screenshot] Build 1.6 Alpha
Performance is also smoothened out, It is now much smoother compare to earlier version as well as creating a camera controller event handler that will "follow" an object that the player has control to wherever he goes from the screen. Progress: November 11, 2012
KDE Linux [Debian] [Screenshot] Build 1.8 Alpha
The whole engine itself is rewritten for it to be cross compatible (Mainly targeting Linux and Windows). It can now support a whole range of platform dependent features such as Multi threading capabilities (which is normal for game engines) and also new features such as Dynamic Performance Capping (A method where the program will attempt to adjust its computer resource usage in order to meet that cap). Existing features where also improved, the collision detection now works differently that its' previous versions. now each set of objects are detected in shapes rather than in blocks which helps a lot in performing calculations that signifies accuracy (You don't want a glitchy game, don't you?). Although for now the only shapes it support for detection are Circles, Square and Rectangle, but in the future it might support other shapes too, including its' irregular counterparts. Most of the changes are internal (which is expected when creating a new engine) and some of the features that existed and worked before are still being rewritten, I hope that I'll get over with the internal workings soon, can't wait to create a game out of this. |
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