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Showing posts from May, 2022

The prehistoric period

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  I think I'm here There's what looks like maybe half of a game engine. Completed Directional lights Point lights Deferred/forward renderer capabilities for MANY lights in the scene Camera with zoom Scene Manager with loading and play scenes Shaders with multiple texture and sprite batching to significantly reduce draw calls Sprite animation UI windows/panels that can be drawn with custom artwork "backend" talking to "frontend" via channels (eventually tcp/udp sockets as well) Database creation and usage Initial world generation using chunks, grids and tiles Need to do Sound Networking with actual sockets instead of only channels Collision Input UI widgets that can be drawn with custom artwork Chunk/Grid manager to simplify streaming data between client/server AI/Simulation System This last month I spent some time fleshing out proper use of the z-buffer.  Drawing sprites with transparency is tricky because to achieve proper blending, you need to use the &quo