There is always OpenTK and MonoGame that are cross platform.
http://www.opentk.com/
http://www.monogame.net/
There is always OpenTK and MonoGame that are cross platform.
http://www.opentk.com/
http://www.monogame.net/
reference for later:
http://www.gamedev.net/page/resource...-shadows-r2032
Nice find!![]()
I linked that a page earlier :P
Has there been a decision on which way we go with engines and the like?
For the moment Allegro and Helgur is on it. He has experiance with it and building up a prototype. He is currently working on some basic graphics that we provided and a map. Next step will be getting dynamic lighting in 2d. From there we will see and if we need to adjust the goals. Also ariansnow is helping Helgur a bit. They are also the only two coders.
We are sticking with Allegro for now.
So I completely forgot about this. Putting it as a subforum in a subforum evidently removed it from my field of vision.
Sup
Originally Posted by Amantus
*poke* First time I've seen this at all. I have openGL coding experience, and might be able to devote some coding time (I've gotten bored of GeoJSON now).
http://failheap-challenge.com/showth...Allegro-thread
In that thread you will find the link to the code repository and history of what has been implemented yet, take a look at the code. If you have any suggestions for the allegro code please feel free to post them there
Also you having openGL coding experience will come very handy. Each tile of the map is set at 200x200 pixels, generating a 30x30 map I can allready notice the strain on my rig and a slight but noticable framerate drop when running the game. I am going to have to look into Allegros opengl routines in order to implement hardware acceleration, because currently it won't be very playable with bigger maps.
All tiles are rendered nonstop
edit: well rendered is maybe the wrong term, the positions of every tile is recalculated and updated at every cycle, which in theory means 60 times a second (I've capped the engine at 60 FPS), but every cycle is also queued by the event system in order for things to run more smoothly.
I'll work on zooming using the mouse wheel and +/- keyboard keys next
Last edited by helgur; March 25 2013 at 05:14:43 PM.
Testing out some basic openGL hardware acceleration. Managed to get the game running p. smooth, even with big maps
Has anyone else who said they where interested in coding this downloaded the source and/or looked into allegro API?
Edit: we need to talk about starting to push out some sprites for the level(s), next time we talk on irc or skype I'll run you guys down with how you can edit the texture datafile (so you can push new graphics into the engine without needing to code).
Last edited by helgur; March 28 2013 at 02:23:22 AM.
Sweet!
EDIT:
Did you also make a progress with light system? Anyway, I'm all day at home working and will be availible at IRC. Just poke me and we can have a "meeting" on how stuff stands atm. Sadly didn't have the time myself this week to write some documents on how the game will perform.
Last edited by Jalif; March 28 2013 at 11:08:50 AM.
I can probably put in some coding time. Not much experience with game development, but at least I know how to code.
I'll look at allegro and development environment tomorrow when I get home.
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