I sure as hell hope it’s not the death star exploding. Continue reading Light at the end of the tunnel
I’ve still not got point sprites working, but I’ve looked into it and it should be possible fairly easily, but I’ve finally made a fountain. Continue reading Skipping ahead
So, I’ve been doing some planning. Trying to work out how exactly I want this particle system to come together. I’ve looked over a couple of different particle systems and guides on various things and tried to come up with a simple, clean way to sort this.
Continue reading Planning
Unfortunately, I’ve been having rather more trouble with the Particle Systems API (PAPI) than I was expecting. As such I’ve given up on that particular avenue of investigation. It would be different if it was under active development, but as the website doesn’t seem to have been updated in 4 years, I don’t think I’m gaining enough to keep on with the library.
Ok, so this might not be the most glamorous plugin in the world, but it’s useful.
So, this is probably redundant, as I seem to remember Anaël mentioning that he’s got some code for a particle system already written, but I thought it would be a good test of the plugin system to try and have a particle system and editor plugin.
Continue reading Sparkles Ahoy!
So, I’m using Maratis. It’s a great little 3D engine, it does everything I want, or close enough. Why would I be considering integrating an existing 2D engine with it. Surely that is a lot of work for no real reason.
Continue reading Engine^2
I have had mixed successes with other people’s code. I know most of the people who write libraries and things are much more experienced than me, so I am definitely not complaining about that. But… some of the decisions just leave me wondering why…
Continue reading The problem with libraries
It’s weird, I still don’t really feel like a professional programmer, but I’m on my 4th game now, the first 3 being of differing successes. I guess I am then.
Continue reading Professional? Me?
As I mentioned, I have entirely rewritten my framework, practically from scratch. Strangely enough I’m missing the renderer, which would seem to be a major part of a game framework. Well, it’s getting there. Honest. Continue reading What? BrassMoonlight is evolving…