Age | Commit message (Collapse) | Author |
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Missing comma silently resulted in aabb_any.min.x == -2
Excellent example of how using the same syntax for negative and
the subtraction operator creates opportunity for silent bugs.
This is the first time this particular thing has bitten me, doing
mostly systems programming throughout my life I haven't dealt much
with negative values and certainly not frequently initializing bags
of them as is common in game development.
This bug is why the collision hit boxes seemed so huge, it was only
on the horizontal axis, and actually just the minimum side but in-play
it appears to be both since there's always a minimum involved on a
horizontal collision.
Sigh.
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Missed two first time around
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The m4f_3dx.h helpers know to give an identity on NULL...
No functional difference, just removing some kruft.
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Rather than a new-then-free dance this avoids creating a new
stage_t altogether by installing the new object into the existing
one via the stage_conf_t.parent pointer combined with adopt flag.
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The theme of this Blender was:
Monkeys / Rescuing / Between Realities
With all the COVID-19 stuff going on, it seemed like a fun way
to lighten things up a bit to make something where a monkey runs
around trying to rescue child monkeys from coronaviruses moving
across the playfield. In keeping with the theme, to rescue the
helpless monkeys you take them to a different reality by carrying
them off the window/screen. As infections increase the field
becomes crowded with viruses until your player becomes infected
through contact, ending your game.
This was written quickly kamikaze style overnight. Some
scaffolding bits came from past projects of mine like the vector
headers, shader and texture node building blocks, and the plasma
effect has been used a few times now and originally was derived
from some gpu programming tutorial if memory serves. I just
wanted to put something in the background for this strange
reality.
This is the first time I've used libplay, in fact, it was
basically slapped together last night at the start of this to
avoid having to do all that SDL initialization all over again.
The unique meat of this work is in game.c, there isn't really all
that much to this game though. It's not pretty code, but it
works well enough and this task served as a useful exercise of
trying to get some quick game dev done using this collection of
facilities.
Most the heavy lifting comes from my reused libraries which are
slowly evolving into something somewhat effective for simple game
development.
Enjoy, and happy hacking!
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Cranksy kindly provided a bunch of graphics for this collaboration,
mostly ANSI-derived but we'll treat them as pixel art.
My understanding is this is a mix of ripped stuff and some original
work, it's nothing crazy - just something usable on short notice
for the 24hr IRC compo this is being made for.
I'm committing all the graphics separately so the big code commit isn't
badly polluted by the gfx bulk
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Just a bunch of shit that doesn't really do much more than produce
an executable yet.
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