Thoughts return to GalX

SGreth

Shared on Thu, 01/04/2007 - 12:32
A few months ago some 2o2p'ers helped me test out my first incarnation of GalX using the Torque Game Builder engine. Things went relatively OK but in the end, the technology just wasn't good enough to accomplish what I wanted. I had to hack in networking which only worked on Windows (I'd like a Linux-based server) incorrect collision detection, and crashes in the TGB core code which I had to hack fixes for that *sometimes* worked ;)

So that only leaves me with the option of creating my own 2D engine to build GalX on. I don't want to go about re-inventing the wheel but it looks like that's exactly what I'll be doing. Major items that will be time sink's are

1) Collision detection (I'm looking at a 3rd party API for this)
2) GUI framework (buttons, list boxes, scroll bars, etc...)
3) Client-Server Networking
4) Level editor

I currently have the basic guts of a 3D engine that I've been porting through the last 10 years ever since CodeMonkey & I were game coding back in college. The first step is to turn that into a good 2D framework before I jump into working on the level editor. Now - if I can be disciplined enough to *not* play WoW as often I'll make good headway ;)



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Comments

codemonkey's picture
Submitted by codemonkey on Thu, 01/04/2007 - 15:05
Bring back my gui engine!! Wohoo! :)
SirPoonga's picture
Submitted by SirPoonga on Thu, 01/04/2007 - 15:20
Fun stuff :? I am currently making a physics engine for my ds game. Collision is easy since everything is circles or boxes. Collision response on the other hand...

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