So after looking over my old plans for map generation, I realized something about entities and hitboxes that are destroyed or created mid cycle: Elements cannot be removed or added to an std::vector mid for-loop. This caused me to write up a whole list of requirements for how a cycle of map generation will be handled. I have to say, I think this will work out pretty nicely in the future. I started coding some of these rules into the map manager, so we’ll see how it turns out soon!
EDIT: This post and idea are both stupid. Therefore, I’m unleashing hellfire upon it.
Updates and error hammering
In the process of updating a looot of old code. Specifically, getting rid of as many instances to my List class as possible and replacing them with appropriate STL data structures. Hopefully, this will also eliminate the error I’m having when the program is closed. Due to what I presume is a memory leak, a Win32 thread is returning code 20 and not exiting properly. So, hopefully once all these data structures are sorted out, that will go away!
Hoo hah! The Intro
Hello and welcome to my shameless development blog for my project. Those who are familiar with my project know me as MGZero AND THAT IS WHAT YOU SHALL KNOW ME AS!!!! …For now ;)
First about me…I have a B.S in Computer Science from Long Island University C.W. Post and will be shooting for an M.S. in Computer Engineering from NYU Poly within the next few months. I’m currently a programmer at a direct mail company. I promise I don’t read your WSJ emails!
Ok, let’s be serious. None of you care about me, you’re probably here because you either want to read about the project, or you stumbled upon it by chance. So on that note, THE PROJECT!!!
This is an open source game engine developed 99.9% by me. It’s written in C++ using OpenGL and FMod. Note that I did not specify C++11, because it’s not. The engine currently is built for 2D games, 3D is planned for the future. The current features are:
- An event management system
- A wrapper for OpenGL to draw sprites and tiles from file and memory streams.
This includes animations.
- A wrapper for Fmod to stream and store sfx/music from file and memory streams
- A custom map format
- A map editor
- A resource archive package format and manager
- An entity definition language for use with the map editor
- An entity hierarchy from which theoretical and physical entities may be derived.
So, with that little list there, I’ll be periodically uploading my progress. This is also a way for me to stay on top of myself as I do tend to get lazy and stop working for long periods. Currently a Zelda game called Sword of Divination is the planned demo to showcase the engine.