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.
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.
April 3, 2014
Collision Chaining Part 2
In my last article, I talked about collision chaining as a collision system solution that is able to handle collision resolutions that cause additional collisions. In this article, I will explain some of the problems that collision chaining introduces and how I fixed them.
April 1, 2014
Collision Chaining: A Collision System Solution
The collision system described in earlier posts is appropriate for when two entities collide in a vacuum. For some games (Asteroids and Pong come to mind), that’s all that is needed. However, there are additional considerations to make for other types of games.
March 31, 2014
Design Decisions
I’m working through a number of design decisions before I release the next article. This engine started as a personal project, but I decided to use it as the topic of a thesis paper for this semester. However, this puts a severe time constraint on the engine, as the thesis is due on April 25.