Foxtrot Engine 2D - Week 01 Dev. Log
Week 01 Feedback
Needs for making demos.
There were several internal changes to the Foxtrot Engine, but not many features to show as a demonstration. However, studio GooCat will find ways to display the changes in the system - an example.exe may be a good idea.
As an alternative, the sample code to run the changes - the result will be shown on the console window - is posted below.
Added Features
Sorted Foxtrot Data Structure files by categories.
- Comparing algorithms
- Dynamic Data Structures
- Searching algorithms
- Sorting algorithms
- static Data Structures
Added items to Foxtrot Data Structures (FTDS).
Dynamic Data Strucuture
LinkedList
FTDS::LinkedList<int*> list;
// Pushing into the list list.Push(new int (0)); list.Push(new int (1)); list.Push(new int (2)); list.Push(new int (3)); list.Push(new int (4));
// Getting the size of the list size_t size = list.Size(); printf(“Size : %zu \n”, size);
// Peeking the data at the index pos printf(“Elements : “); for (size_t i = 0; i < size; ++i) { int element = *list.Peek(i); printf(”%d “, element); } printf(”\n”);
// Clearing the list - memory deallocation while (!list.IsEmpty()) { printf(“Popping: %d\n”, *list.Back()); delete list.Back(); list.Pop(); }
CircularStack (Actually, this needs some bugfixes)
Added Components
- a. Text Renderer based on tilemap
Added Behaviors derived from class Component.
- Added CollisionEvents functions to base class Behavior
- CollisionEnter
- CollisionStay
- CollisionExit
- Added CollisionEvents functions to base class Behavior
Removed obsolete mDrawOrder from class Component.
- The D3D11's Z-buffer already does the same job.
- The D3D11's Z-buffer already does the same job.
Stripped the suffix "Component" from the name of each Components.
Revised ResourceManager key.
- VALUE_NOT_ASSIGNED is set to 0, not -1.
- VALUE_NOT_ASSIGNED is set to 0, not -1.
In case you don't know what I'm working on...
Foxtrot Engine 2D is a 2D game engine based on DirectX 11 for Windows. It includes Foxtrot Editor which allows users to create & modify scene data, and Foxtrot Engine which executes the produced game based on those data. Scene data are stored as a ".chunk" file, which is a file structure that describes the game data and the required resources. Foxtrot Engine has been developed by JungBae Park from GooCat Studio for the game in development, "SPARED".
Files
Get Foxtrot Engine
Foxtrot Engine
A game engine based on DirectX 11 for Windows, developed by GooCat Studio
Status | In development |
Category | Tool |
Author | GooCat Studio |
Tags | 2d-game-engine, 3d-game-engine, custom-engine, Game engine |
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