Over the past few weeks, I have done a ton of work on the engine. Unfortunately, most of the things I have been working on don’t have a visual component, so there is no video this time around. However, I would still like to give an update on the stuff that I have been working on, so here’s sort of a “build note”-style update:
- Added debug drawing for velocity and acceleration on physics objects
- Switched my graphics system to use pure DirectX, rather than DirectX with SDL
- Programmed mouse input and full screen again, as it was done with SDL before
- Handled minimizing in full screen
- Stopped the game from updating when the window doesn’t have focus
- Added in a system to draw fonts, including custom typefaces
- Added gamepad (USB controller) support!
- Made full screen letterbox the window so that circles in windowed mode will be circles in full screen mode, rather than them being squished/stretched to look like ovals
- Lots of code cleanup
Here is the current engine (See video comments for more details):
Here was what my engine looked like at the end of last week – 7-21-13 (See video comments for more details):
This week, I cleaned up some code, worked on creating a vector library, and used the library to program some 2D physics, namely circle/circle, circle/rectangle, and rectangle/rectangle collision.
Here is the physics engine in work (See video comments for more details):
After taking a good amount of time to think about where I am in terms of my career, I have decided to quit my job as a QA tester and use the 40 hours a week that I would have been at work to program in an attempt to better my programming skills and land a programming job. I will start by making an engine, which I will use to make a 2D game. After that, I will either make a 3D game or start making tech demos of things that I want to show off to employers, like A* pathfinding, a 3D graphics demo, or something similar.