Showing only posts tagged game-engine. Show all posts.

Epic Ray, Yay!

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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 are built onto it.

What EpicRay has now what my engine didn’t have before is player movement. No …

EpicRay Framework

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 repository (except for the LaTeX code which is already up there, but that doesn’t count …

EpicRay

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 …

Drawing Order

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 …

Switching to Allegro 5

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 basic structure though) using Allegro 5.

This turned out to be a …

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