Month: April 2014

April 12, 2014

Multiple Components of the Same Type

For some kinds of components, one per entity is enough. An entity can’t have two transforms; it will only ever be in one place. However, a single entity may have need to have several sprites. I’ve expanded the engine to allow for multiple components of the same type.

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April 10, 2014

Engine Performance Tests

The deadline for submitting my thesis is closing in quickly, so I’ve stopped working on the engine and have been devoting my time to writing about it.

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April 5, 2014

Placeholder Art Assets

I’ve added placeholder art assets to the repository, courtesy of kenney.nl, so you should be able to check out the code and immediately compile and run. I’m intending to work on spatial partitioning soon.

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April 4, 2014

Open Source

I’ve open sourced this project! Minus the image assets, you are free to use, alter, etc. the engine under the MIT License. Check out the GitHub repository.

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April 4, 2014

The Tile System

One common approach to making a platformer is to use tile maps. Old NES and SNES games used this method, and in many cases it is still in use today. Although this engine will not require every scene to be tile-based, the next system to implement is a tile system.

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