Wednesday, July 29, 2015
Broken Mug Engine - Game inside a game
A little demonstration of the "activity" stuff I wrote about in the last post. It's not Super Turbo Turkey Puncher 3, but close enough. Do note that at 0:25 I'm using a GUI several levels deep, and the screens are displayed on dynamic objects that move, and everything is zoomed in.
Tuesday, July 7, 2015
Activities
First update after two months... I am rewriting the core of my engine. The once all mighty engine class
is just a resource manager now and all user interaction is now handled
trough "activities" (I didn't know how to name it, and it is inspired by
Android Activity). Core creates the app window and sends input to
active activity. Game is just an object now, it extends the activity
class with game related stuff. Activities can render directly to screen
or on a local FBO.
What I can do now, for example, is create a new game object inside the editor and display its FBO in a window for easy map testing (you can see I can fire the gun in left window). This is very WIP, still need to figure out window focus, pausing, closing...
What I can do now, for example, is create a new game object inside the editor and display its FBO in a window for easy map testing (you can see I can fire the gun in left window). This is very WIP, still need to figure out window focus, pausing, closing...
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