Ioachim Squishing bugs on my lawn

A couple of weeks ago (little after my last update) I started to get sick of working on this engine. The whole coupling-but-abstract things was making the design of the game a lot like most Java or C# thing: over abstracted, unnecessarily complex, and too object oriented (because, yes, there is such things as over-engineering). I was getting caught in trying to develop a jack of all trades engine, and not focusing at all on making games, which is the fun part. So the first thing to do was to join both codebases into one project, sticking with Tao.SDL, because I was using SdlDotNet without getting advantage of any of the extra features.

And some little bugs were cleaned up: it was looking blurry, because the view was 1px smaller on each side than it should.

aftershave 

Text with glory

The text rendering engine if finally well written. Now it supports both ASCII and table base character codes, variable and fixed width fonts. The data is a pair of a texture that contains all characters, and a file containing the data in JSON. (Maybe this  could be replaced by Mungo files…)

Just press Tab on any moment to see the debugging text at action.

 

Note we changed the server address:

Builds: svn://belcrant.endofinternet.net/aftershave/aftershave/builds
Code: svn://belcrant.endofinternet.net/aftershave/aftershave/trunk

(user: anonymous / pass: anonymous)

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