Foxtrot Engine 2D - Week 01 Dev. Log


Sketch by JBPark

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

  1. Sorted Foxtrot Data Structure files by categories.

    • Comparing algorithms
    • Dynamic Data Structures
    • Searching algorithms
    • Sorting algorithms
    • static Data Structures

  2. 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)


  3. Added Components

    • a. Text Renderer based on tilemap



  4. Added Behaviors derived from class Component.

    • Added CollisionEvents functions to base class Behavior
      • CollisionEnter
      • CollisionStay
      • CollisionExit

  5. Removed obsolete mDrawOrder from class Component.

    • The D3D11's Z-buffer already does the same job.

  6. Stripped the suffix "Component" from the name of each Components.

  7. Revised ResourceManager key.

    • 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

FoxtrotEngine2D_ver.0.1.2.zip 1.3 MB
64 days ago

Get Foxtrot Engine

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