Once again, I am unhappy with the structure of one of my projects. That usually happens, if I am trying to implement a new feature and realize I actually don’t know how to fit it in the rest of the code.
In this case I am revising EpicRay (my …
Just spent a whole hour on a stupid problem:
//... (Storeable is an interface)
HashMap<String, Class<? extends Storeable>> types = new HashMap<String, Class<? extends Storeable>>();
//... (object is an instance of a class that implements Storeable)
types.add(object.getTag(), object.getClass());
//...
Thought it was a problem with the Generics, but …
You may have guessed it already: my project is a Raycasting gameengine. In Java. With editor and all it takes to make making games as simple as possible. So, you might know Raycasting Game Maker*, why would I want to recreate that? RGM is rather limited, I believe Raycasting has …
Some screenshots of my current project. Guess what it’s going to be? (Pretty obvious, I guess)

Looks pretty cool, eh? I guess that shadow over there to the right is coincidence. But maybe wont be later on, who knows :)


I’ll keep you updated ;)
This post was imported from …
Now, you might remember (or not, since it has been quite a while since I posted) that I had a few projects running - The PI Mineshooter thingy, sadly abandoned, the Zombiehunt game, still there somewhere, VSGE, still there together with Zombiehunt - all in C++.
Now here I come posting a …
I really want to implement drawing order in my node based graphics engine in vsge.
Node based meaning, that I actually have a nodetree, each node containing a pointer to the parent and a children list. This means that each node handles drawing of the children, so the graphics engine …