I've just finished episode 20 of my "Let's Make a Game - Platformer" YouTube series, where I go through all the coding required to write a game using LibGDX and Entity system libraries, as well as my own library containing some reusable code (open source).
I think this is a good introduction to...
And another update:
1. Implemented "faction" system that allows to specify allegiance of entities and define opposing factions.
2. Implemented rudimentary AI of characters that moves along specified path, until it encounters an entity of opposing faction within its firing range, once there -...
The LibGDX library has its own particle system, but it's very limiting and for example would not work in multi-world environment, because it uses static containers for particles. I wrote my own particle system, that uses LibGDX for rendering, that even allows some extendability.
It was actually...
It's time for an update again. I've been busy the last week so have not done much work, but here is what I've got:
1. Figured out what kind of "game" I want to make - imagine Minecraft, Tower Defense and League of Legends had an ugly baby.
2. Improved collision detections - still some work I...
It's only about number of draw calls to shader, and then how many pixels shader has to evaluate. So, if you increase the size of window - the number of pixels increases. If you increase number of stars - number of draw calls increases, because of the max size of parameter array you can pass in...
The "stars" at night are passed to shader in an array. If the number is large enough, multiple draw calls have to be made, each with set of stars to draw. The maximum size of an array is graphics card dependent. If you try to pass too many in one draw call it takes forever.
This might be the...
Busy weekend:
1. Textures can now have transparency (i.e. leaves).
2. Further improved shadows.
3. Extracted rendering of backdrop to an interface and multiple backdrop renderers can participate in rendering it.
4. Added "celestial bodies" (using backdrop rendering) module that allows to define...
Yesterday I've been working on performance improvements. A lot of stuff has been moved from fragment shaders to their respective vertex shaders.
I have also made a successful attempt at getting one level lower in rendering. Rather than using libGDX provided objects (ShaderProvider and...