The refactoring keeps going. I'm about to show the "load a map" feature, and then I'll have to show "how characters interact with the ground through properties".Meanwhile, I'm digging what sort of additional definitions a "Behaviour Editor on DS" should read, and how that would be translated into .h files that convert the "level 2" … Continue reading definition files in geds3
Category: geds3
Biggest Refactory Ever
For me, at least. I wanted to make the scripts occur as soon as possible in my tutorial series, since the GEDS engine is meant to allow game-making even for those who don't know about C++ programming. But I also want to be able to introduce a behaviour editor, which suggests that the same script-parsing … Continue reading Biggest Refactory Ever
branches, reviews and cannelloni
The idea is hanging around. It has been for some times, now. Possibly since I re-started exporting code to e-book readers through Doxygen, or since I tried to use apple assault as a tutorial to libgeds. I'd like to go for some in-depth review of my engine code. I'd like to use powers of code … Continue reading branches, reviews and cannelloni
Behaviour Edition … brainstorm
Prochain outil pour le projet "dsgametoosl" ? Je ne sais pas encore. Mais j'aimerais beaucoup construire quelque-chose qui permette de manipuler les machine d'état définissant le comportement des personnages dans les jeux qui tournent sur mon moteur "geds".Quelque-chose à moitié graphique (je clique sur un bilou en train de sauter, on me montre tous les … Continue reading Behaviour Edition … brainstorm