Game Engine: Particlezzz
Posted: February 16, 2011 Filed under: programming Leave a comment »I’ ve been thinking a teeny tiny bit about the effects in the engine. I don’t need something eye popping or mind blowing, just a simple system to develop special effects with. To this end I’ve decided to create my own particle engine instead of finding yet another library. I think it will be easy to implement if I do the initial planning correctly. I was already thinking of using Amateura, the currently bugged scripting engine that I wrote for the game engine itself. Last time I checked the only problem was parameter passing for nested functions, and I will essentially be using scripts as configuration files with a little bit of dynamics if needed (i.e. custom functionality in a function that will be called from C++) Because the renderer is already static, I don’t have to do very much work.
The physics is getting to a point that I’m happy with. Dynamic objects (ie. a Crate you can move) aren’t quite right yet so I will use them sparingly. There are other physics quirks with the way I’m detecting when a player lands, as well, but the correct solution is going to be somewhat tricky and often annoying to work with, so it has been suggested that I just turn it into a feature, but after thinking about it, I might do. The desired game I want to make is dark/moody though, so I’m I don’t know how basically mid-air jumping is going to work. Its more like wall-climbing as you can only jump infinitely if you’re against a wall, but it still looks funny. The other solution I can use is to simply not have large cliffs/hills.