A lot of time has gone by without news, but that is solely because I've been into porting the engine to android!!
The engine was a little torn apart in the process, but once the job is finished and the "under construction" signs are removed, i will publish a new release, already compatible with android.
A lot of things work already, such as:
- Networking
- libRocket UI
- Scripting
- Asset loading
- Some parts of SFML 2
- Events to some extent
- ...
Anyway, whats important here is that you will get a 100% cross-platform engine.
Your games made with parabola sdk will be coded once, and compiled for all platforms without changes. By all platforms i mean for now the Desktop OSes(Windows, Linux, Mac) plus Android.
iPhone will be supported too, as soon as i can afford the needed apple products : /
And another plus of this, not too much changes from what the sdk used to be.. You still use mostly all the concepts that existed, and if you program cleverly, your game will run straight in all platforms, otherwise, you only need to make some specific code, for tuning :)
Screenshots will be posted as soon as i can ! Im trying to expand what works in the engine fully portable.. Now, whatever works, works for good , the same everywhere, but that requires some work !
Stay tuned!
Code Time Stories - Nephilim Games
GAME DEVELOPMENT BLOG
Sunday, May 6, 2012
Wednesday, April 4, 2012
Friday, March 9, 2012
Play around a bit !
Hello,
I've been working a lot on the engine, its becoming better and better, nearing 1.0 :)
For now, just entertain yourself with this demo! (Particle Systems)
http://www.mediafire.com/?m5gm1vnm0om5cm3
Thanks!
I've been working a lot on the engine, its becoming better and better, nearing 1.0 :)
For now, just entertain yourself with this demo! (Particle Systems)
http://www.mediafire.com/?m5gm1vnm0om5cm3
Thanks!
Wednesday, February 22, 2012
Reasons why you should write a libRocket plugin and News!
libRocket provides something very useful, the Plugin.
This means that most low-level systems are almost done, and fully documented. Things such as complex scene graphs with component systems, with skeleton animations and quad trees for rendering are planned, but will be made right after the low-level systems.
Its just an interface class, you define its methods, and it works like a charm right after registering an instance with the rocket library.
It can be really useful, because you need to maintain only one instance of it, as libRocket has a global initialization nature as well.
Having a plugin you could:
- Dynamically initialize/shutdown libRocket support
- Keep track of all contexts alive
- Keep track of all documents alive, and even what context they belong
- Have a global event dispatcher, that you can bind to, and get events directly to your app
- Register custom documents as specific tags easily
- Maintain the loading/unloading of fonts required by each context, as they go alive or die
Parabola Engine went with this approach and its looking good so far, expect big things soon.
The first public release of the engine is near, you will be able to use it steadily, soon enough.
This means that most low-level systems are almost done, and fully documented. Things such as complex scene graphs with component systems, with skeleton animations and quad trees for rendering are planned, but will be made right after the low-level systems.
The big surprise is that the AngelScript support is looking awesome. The base for dealing with scripts is just doing great!
Its actually possible to render stuff and do other tasks by scripting right now, but they are yet tests.
As soon as i decide the public scripting API, i will implement it full power, along with a nice documentation wiki page.
Expect a series of tutorials to make games with Parabola Engine, by using ONLY scripts. Aimed at all ages!
SFML 2 libRocket Renderer
I know libRocket is quite popular, and since I use it in my engine, along with SFML 2 most recent (or almost) graphics API, I decided to share a snippet that will be able to render your documents using sf::VertexArray.
The below snippet will do the job of rendering the textured geometry of the whole rocket document, assuming you already made a few things:
- load textures as sf::Texture in the appropriate place
- define target as a valid SFML sf::RenderTarget, before calling Render on the context
- return NULL in the compile geometry attempt, so the "immediate" mode is used.
Don't worry as later I will give you a lot more, if you need it now or just need help with libRocket, feel free to contact me!
The below snippet will do the job of rendering the textured geometry of the whole rocket document, assuming you already made a few things:
- load textures as sf::Texture in the appropriate place
- define target as a valid SFML sf::RenderTarget, before calling Render on the context
- return NULL in the compile geometry attempt, so the "immediate" mode is used.
Don't worry as later I will give you a lot more, if you need it now or just need help with libRocket, feel free to contact me!
Sunday, February 19, 2012
News 18/02/12
I've been burning all time I have in improving the engine and the game systems, and its going pretty good.
The utility Foundation module is pretty much done and functional, Graphics systems are pretty well too.
Animation module was refactored too, and its working nice so far. Rendering support also improved greatly. libRocket is now working very consistently, it looks like.
Just to go a little deeper on the animations, the sprite animations are working nice, they are capable of defining an evolution along the time of image frames, and updates a sprite with it! This easily makes possible to create a character with different stances.
Also, the camera animations were started, you can now have a AnimationView associated with your camera, and when you do something like viewAnimation.createEarthquake(5(seconds), 20(intensity)); the camera actually starts shaking like crazy :)
The engine is now very functional from a low level perspective. The next systems that need to be done properly / refactored / documented are:
- Kinesis ( physics )
- Scripting (internal engine commands and AngelScript exportation)
- Content managing
- Networking
- Sound improvements
- SceneGraph high-level stuff / Entity system(component-model) / Quad-Tree rendering
It won't take too much time before you have access to a free complete 2D engine, fully documented!
The utility Foundation module is pretty much done and functional, Graphics systems are pretty well too.
Animation module was refactored too, and its working nice so far. Rendering support also improved greatly. libRocket is now working very consistently, it looks like.
Just to go a little deeper on the animations, the sprite animations are working nice, they are capable of defining an evolution along the time of image frames, and updates a sprite with it! This easily makes possible to create a character with different stances.
Also, the camera animations were started, you can now have a AnimationView associated with your camera, and when you do something like viewAnimation.createEarthquake(5(seconds), 20(intensity)); the camera actually starts shaking like crazy :)
The engine is now very functional from a low level perspective. The next systems that need to be done properly / refactored / documented are:
- Kinesis ( physics )
- Scripting (internal engine commands and AngelScript exportation)
- Content managing
- Networking
- Sound improvements
- SceneGraph high-level stuff / Entity system(component-model) / Quad-Tree rendering
It won't take too much time before you have access to a free complete 2D engine, fully documented!
Saturday, February 18, 2012
Doxygen quick guide
Hello,
I really feel like I should share a quick guide on how to document your code with doxygen and I will explain why! (Doxygen just because its the one I use)
Many programmers, especially beginners, tend to not document the code at all, and use little or no comments in the code. Its not always imperative to use them, but it certainly doesn't make any harm and can be precious in many cases!
When projects start to grow bigger, the codebase starts to expand and it becomes harder and harder to maintain the complexity without proper documentation.
Most people underestimate this, but if you write a big chunk of code and leave it abandoned for some months, when you look at it, it won't even look like it was done by you. Many times, you just feel like refactoring it again, because you don't remember what was on your mind when you made it.
And remember that some projects are big enough that you are away from a "module" of your project months, just while working intensively on another module.. It gets that big often!
For maximum efficiency when working on your software projects, being them libraries, games or general applications, I recommend a lot of comments here and there and organized code. Just think that you will be needing it later, eventually.
But the purpose of this post is exactly to tell you quick and dirty how to write a nice documentation with doxygen syntax. Just follow the topics for what you want and you will be fine.
Please note that doxygen will by default parse documentation on header files only, which is where you normally make the documentation!
After you are done documenting your code, you can run the doxygen GUI application to generate the HTML automatically. Like a sir!
Documentation comment
In C++ you normally make block comments /* ... */ and line comments // ... , doxygen will ignore these and only parse block comments as /** ... */ and line comments as /// ...
Making a series of line comments will generally work as a single block comment.
Documentation indicators
When documenting your code structures, inside the doxygen comment blocks, you usually need to denote what specific detail you are documenting.
For that, doxygen accepts a few indicators, which I will explain next, that may be started with \ and(or) @.
Document a file
To describe a file you may make a doxygen comment, as stated previously, anywhere in that file, as follows:
/**
\file header.h
This file is all about doing.. hmmm. stuff.
*/
Then it will appear in the file listing of the documentation page.
Document a module
.. Also called a group, it allows you to make groups with your structures, so you can easily denote what belongs where. In its simplest form, you can define a group anywhere like this:
/**
\defgroup Graphics
This module contains all graphics related classes.
Cool text here to look like a mr. fancy coder.
*/
Document a class
It is a good practice to document things like a class, a variable, a method, etc by making a comment exactly before it appears in the header file. It is very desirable to follow that practice, both because it looks really neat and because in some cases doxygen will simply know what you are trying to document, without specifying it, just because it comes next. This is important.
Now the example:
/**
\ingroup Graphics
\class MyClassName
\brief This is a short description, which is shown in the class list in the documentation page.
This is a more detailed description, with a lot of details about my class.
\author I am the author!
\date when i made it!
\see MyOtherClass
@author Also works to tell who did it!
*/
class MyClassName{};
The \ingroup will make sure the class belongs to Graphics module from the previous example. You may include a class in many groups.
The \see line will make a link pointing to the other class documentation page.
I think it explains itself if you read the example, but it will become cleared as you advance the tutorial.
Document a method(function)
Something you probably will be doing a lot is to explain what your functions does, and what should be in mind when using it. Following the rule of documenting the method before it appears, check the example:
/**
\brief Counts the child nodes of a tree node
A more detailed description.
\code
A C++ suggested usage.
\endcode
\param recursive Whether the call is recursive and therefore counts each child's child count.
\return an int with the count
*/
int countNodes(bool recursive);
As you may see, you can use \brief to define the "headline" of what your function is for.
Then, you may describe your function's ways. The \code ... \endcode block will force a C++ like presentation in the document page, with proper indentation and highlight of the snippet.
Document a namespace
You can give detail about each namespace you declare, just simply as:
/**
\namespace global_namespace
All things in the library go into this namespace.
*/
namespace global_namespace{}
Document notes and warnings
Usually when documenting something, you may want to leave a note, with more highlight, so the reader pays attention:
/// \note my note
And other times, it is really imperative that the user gets your message, so you highlight a warning:
/// \warning CAREFUL WITH THE EGGS!
Document a "to-do"
When you are documenting a function or anything else, you may suddenly remember it lacks something, or there is just a detail that needs changing, whatever, but you can't do it right now.
When that happens, you may leave a todo note, and there will be a page in the documentation with all things that are left undone, as specified by you. To leave a todo note, just do:
/// This function is very crazy
/// \todo Complete this function support for eating brains of farmers
void func();
Document a page
In the documentation HTML, you find an entrance page, that you may use to write anything you want as an introductory page. It is important to fill this in to give details about the software.You can do it:
/**
\mainpage My Software main page
Now you're writing content to the entrance page..
You can add sections like:
\section Overview Overview
And now this is under a cool header title.
*/
Besides the main page, you can create other pages named as you want, which will go under Related Pages tab in the documentation HTML. It is pretty much the same, but change the indicator you use.
/**
\page FAQ
The most frequently asked questions and its answers.
*/
Finish
After reading this, I recommend that you do some experiments to get confortable with using it.
Just go to http://www.stack.nl/~dimitri/doxygen/ and start your journey, its a funnier task to do than you may think.
This was a really simplified guide, but if you think anything is wrong, missing or lacking, just inform me and I will change it!
I really feel like I should share a quick guide on how to document your code with doxygen and I will explain why! (Doxygen just because its the one I use)
Many programmers, especially beginners, tend to not document the code at all, and use little or no comments in the code. Its not always imperative to use them, but it certainly doesn't make any harm and can be precious in many cases!
When projects start to grow bigger, the codebase starts to expand and it becomes harder and harder to maintain the complexity without proper documentation.
Most people underestimate this, but if you write a big chunk of code and leave it abandoned for some months, when you look at it, it won't even look like it was done by you. Many times, you just feel like refactoring it again, because you don't remember what was on your mind when you made it.
And remember that some projects are big enough that you are away from a "module" of your project months, just while working intensively on another module.. It gets that big often!
For maximum efficiency when working on your software projects, being them libraries, games or general applications, I recommend a lot of comments here and there and organized code. Just think that you will be needing it later, eventually.
But the purpose of this post is exactly to tell you quick and dirty how to write a nice documentation with doxygen syntax. Just follow the topics for what you want and you will be fine.
Please note that doxygen will by default parse documentation on header files only, which is where you normally make the documentation!
After you are done documenting your code, you can run the doxygen GUI application to generate the HTML automatically. Like a sir!
Documentation comment
In C++ you normally make block comments /* ... */ and line comments // ... , doxygen will ignore these and only parse block comments as /** ... */ and line comments as /// ...
Making a series of line comments will generally work as a single block comment.
Documentation indicators
When documenting your code structures, inside the doxygen comment blocks, you usually need to denote what specific detail you are documenting.
For that, doxygen accepts a few indicators, which I will explain next, that may be started with \ and(or) @.
Document a file
To describe a file you may make a doxygen comment, as stated previously, anywhere in that file, as follows:
/**
\file header.h
This file is all about doing.. hmmm. stuff.
*/
Then it will appear in the file listing of the documentation page.
Document a module
.. Also called a group, it allows you to make groups with your structures, so you can easily denote what belongs where. In its simplest form, you can define a group anywhere like this:
/**
\defgroup Graphics
This module contains all graphics related classes.
Cool text here to look like a mr. fancy coder.
*/
Document a class
It is a good practice to document things like a class, a variable, a method, etc by making a comment exactly before it appears in the header file. It is very desirable to follow that practice, both because it looks really neat and because in some cases doxygen will simply know what you are trying to document, without specifying it, just because it comes next. This is important.
Now the example:
/**
\ingroup Graphics
\class MyClassName
\brief This is a short description, which is shown in the class list in the documentation page.
This is a more detailed description, with a lot of details about my class.
\author I am the author!
\date when i made it!
\see MyOtherClass
@author Also works to tell who did it!
*/
class MyClassName{};
The \ingroup will make sure the class belongs to Graphics module from the previous example. You may include a class in many groups.
The \see line will make a link pointing to the other class documentation page.
I think it explains itself if you read the example, but it will become cleared as you advance the tutorial.
Document a method(function)
Something you probably will be doing a lot is to explain what your functions does, and what should be in mind when using it. Following the rule of documenting the method before it appears, check the example:
/**
\brief Counts the child nodes of a tree node
A more detailed description.
\code
A C++ suggested usage.
\endcode
\param recursive Whether the call is recursive and therefore counts each child's child count.
\return an int with the count
*/
int countNodes(bool recursive);
As you may see, you can use \brief to define the "headline" of what your function is for.
Then, you may describe your function's ways. The \code ... \endcode block will force a C++ like presentation in the document page, with proper indentation and highlight of the snippet.
Document a namespace
You can give detail about each namespace you declare, just simply as:
/**
\namespace global_namespace
All things in the library go into this namespace.
*/
namespace global_namespace{}
Document notes and warnings
Usually when documenting something, you may want to leave a note, with more highlight, so the reader pays attention:
/// \note my note
And other times, it is really imperative that the user gets your message, so you highlight a warning:
/// \warning CAREFUL WITH THE EGGS!
Document a "to-do"
When you are documenting a function or anything else, you may suddenly remember it lacks something, or there is just a detail that needs changing, whatever, but you can't do it right now.
When that happens, you may leave a todo note, and there will be a page in the documentation with all things that are left undone, as specified by you. To leave a todo note, just do:
/// This function is very crazy
/// \todo Complete this function support for eating brains of farmers
void func();
Document a page
In the documentation HTML, you find an entrance page, that you may use to write anything you want as an introductory page. It is important to fill this in to give details about the software.You can do it:
/**
\mainpage My Software main page
Now you're writing content to the entrance page..
You can add sections like:
\section Overview Overview
And now this is under a cool header title.
*/
Besides the main page, you can create other pages named as you want, which will go under Related Pages tab in the documentation HTML. It is pretty much the same, but change the indicator you use.
/**
\page FAQ
The most frequently asked questions and its answers.
*/
Finish
After reading this, I recommend that you do some experiments to get confortable with using it.
Just go to http://www.stack.nl/~dimitri/doxygen/ and start your journey, its a funnier task to do than you may think.
This was a really simplified guide, but if you think anything is wrong, missing or lacking, just inform me and I will change it!
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