Game Engine: Particlezzz

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.

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