Showing posts with label parabola engine. Show all posts
Showing posts with label parabola engine. Show all posts

Friday, February 17, 2012

All is going well!

Good news, the engine is going great, and is looking better than ever, the game is also improving natural just by the fact that the underlying technology is getting better !

The basic systems of graphics are pretty much working good now, libRocket support was totally refactored and it now looks amazing! Let me explain,

There is a RocketPlugin class to control libRocket completely, becoming the interface with it.
You don't need at all to refer to it on basic usage of the module, what you need to know is the RocketContext class. 

When you instance a RocketContext , you are immediately ready to load documents, update and render them.. Whats funny about it is that until you do so, libRocket is completely unused and therefore not leaving a footprint in the program performance. When a context is instanced, if library was shutdown, the RocketPlugin will ensure its proper initiliazation with all custom systems it has. When the last context is destroyed, it automatically kills the library again. I guess this works well for all cases :)

If anyone needs help on implementing libRocket feel free to contact me! I 've got mine working very good with SFML 2.

On a informative note, the Demon Eulogy Games website is for now located at: www.demoneulogy.comze.com

It is still under construction!

Wednesday, January 25, 2012

Updates on the engine

The mission to clean up the engine is alive and well!

I'm trying to remove all unnecessary code, test existing code and fix it, and finally document and finish changing the naming convention. I would say 10% of this work is done.

Here's a few things that are now as they should:

  • Strings
  • StringLists
  • CRC32 Hash and the useful String ID (courtesy to Nuno Silva)
  • Math constants and functions
  • Signals 
  • FileSystem access utilities
  • Linked Pointers (Smart Pointers i've talked about previously)
  • Vectors
All this grouped under a "Foundation" virtual module.

This grants that most code written using the engine from now on is more stable and consistent!

More news soon!

Sunday, November 6, 2011

Little sample application

I've put together a really small example of Kinesis, the physics module of the Parabola Engine SDK.

Its pretty much a small sandbox to play with. When you press the R key, circles and boxes appear in the position of the mouse cursor, with variable sizes (actually random).

The simulation is drawn in debug mode, so it is nothing fancy, but should be fun.

To finish, you may drag around the objects with the mouse! I dare you to stack as many boxes as you can !

https://github.com/downloads/DevilWithin/ParabolaEngine/EngineDemo1.rar



Enjoy

Saturday, November 5, 2011

Putting webs into shape!

The engine is being actively developed and improved. A lot of fun things are happening with it, and soon a few samples will pop out!

Anyway, i've been doing some work related to documentation in general and the website. You can visit the latest version on the right link. It is starting to look confortable but is still missing major information. You can also visit the wiki, the center of information on the engine, the goal is to have as much info and tutorials in there as possible :)

Been working into refining the engine current Games interface, better renderization support, and a lot of integrating physics systems.

Also, the side view editor is being worked on!

Soon, a 0.3 version will come, approaching slowly but steadily to the major release 1.0.
Current versions may still have a few bugs, incompleteness or missing features to actually make a full game, but all of that is being taken care of :)