Barebones 2D OpenGL ES Game Engine in C++
I wrote this a while ago. I was planning to write an iPhone game with it, but then realised life is too short to create Yet Another Engine when I could just be using one of the many superior open source alternatives. Perhaps somebody will find it useful.
All the legwork of setting up a 2D OGLES environment, loading and packing images into textures, and drawing these sprites from the textures is done. The texture packing algorithm I used can be found here:
http://www.blackpawn.com/texts/lightmaps/
And here is the subversion repository:
svn checkout http://xp-dev.com/svn/Turbine/branches/dev .
iOS autocompletion in Vim
I've been playing around with Vim recently and wanted to get autocompletion for my iOS project working. Vim isn't great as an IDE replacement for XCode, but it's nice to be able to jump in and edit code files quickly if you need to.
Firstly, you will need to install clang complete.
Here's what I needed to add to my .vimrc file:
let g:clang_user_options='-triple i386-apple-macosx10.6.7 -target-cpu yonah -target-linker-version 123.2 -resource-dir /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/../lib/clang/2.1 -fblocks -x objective-c++ -fblocks -isysroot /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.3.sdk -D__IPHONE_OS_VERSION_MIN_REQUIRED=40300 -iquote $PROJ/Classes || exit 0'
let g:clang_complete_macros = 1
Where $PROJ/Classes may be one or more paths to your source files (I actually had quite a few).
A change of direction…
It's been a while since I updated the sprite editor. It hasn't been abandoned, but I'm giving myself a change of scenery for a while, as there always seems to be another feature looming around the corner, dragging a fresh net of bugs behind it. The project has given me a new level of respect for the software development process, and a better understanding of my abilities and boundaries when taking on solo projects. Most of all I am extremely proud of the tool and thrilled that it is out there in the big wide world for people to use. A big thank you to everyone who has given positive and critical feedback, without that there would have been no motivation to continue.
I just got my hands on a shiny new Macbook Pro and I'm eager to jump back into iPhone development (outside the office!). I'm keeping an eye out for freelance opportunities, but I've also got the seed of a game germinating in my mind... More to come on that in future posts!
XNA Import Libraries!
Bruce Markham has kindly published libraries for importing the generated XML into your XNA project for Windows / Windows Phone / XBox.
Good stuff. Please see the Import Libraries page.
Version 1.2 BETA available now
The first build of version 1.2 is available now from the download page.
New in this release:
- Animation onion skins
- Sprite flipping/rotation in animations
- Centred sprite coordinates for animations
- Sprite preview panels
- Keyboard input for easy single pixel adjustment
- Editable animation names
- Consistent look and feel across platforms (Looks better on OSX now)
- UI enhancements / minor bugfixes
Happy coding
Version 1.1 released
Version 1.1 release changes:
- New texture packer tool for working with sprites in multiple seperate images.
- Drag and drop support for sprites in animation editor.
- Ability to define number of loops in animations.
- Installer supports shortcuts.
- Minor bug fixes.
Enjoy!
Version 1.0 launched
darkFunction is very proud to announce the release of the spritesheet and animation editor! Download here.
