Epic Ray, Yay!
EpicRay has regained a certain stage of completion! Although I was this far before, now I actually have some powerful structure behind everything which will not collapse if loads of features …
EpicRay has regained a certain stage of completion! Although I was this far before, now I actually have some powerful structure behind everything which will not collapse if loads of features …
Since I’m a huge fan of interfaces, today I implemented a rudimentary framework for EpicRay. As soon as I worked out smaller issues, it will be the first code commit to my GitHub repos …
As always there has been a lack of posts in the last few weeks.
Well, last post more or less promised a design for EpicRay. Sadly I have to say that design got me a little bored. And although I did get …
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 …
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 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 …
My vsge game engine uses a node based graphics engine. This makes parenting really easy for example. Entities of the game engine own a graphics node and update it’s transform, so they …
Since Allegro 5 has been released a long time ago, I thought I’d give it a try. I was pretty impressed by it, so I started rewriting my vsge2D game engine (which really just had only a …