Arcadia, previously known as Arcadium, has received a massive revamp. The entire framework and game have been recoded and redesigned. This was to allow cleaner code, incase I decide to let it go open source.
A teaser trailer has been released demonstrating most of the features and enemies.
I’ve been thinking, is it possible to create a portal effect with a render to target surface? So i’ve modified my game framework to allow easy use of RTT. I’ll write a blog post on the success. Or failure.
I know I promised the tutorial!! I’m sorry, I’ve been busy with school, I’ve got so much work.. Not to mention having to work on my Major Project ( which is due NEXT YEAR ), Why am I working on it now? Because it’ll take me forever!
Okay so I’m not going to start the development of the tutorials here just yet, if I get time tomorrow, I will.
But roughly, it is going to be split into 18 or so parts, each going over a section of DirectX 10, while coding together a nifty little framework to help you make games.
I do not plan to add model loading, I use a custom file format for mine, which I won’t be providing the code for ( it’s really just a hack job and has absolutely no comments ), if I choose to recode it, then I will definitely upload a tutorial on how to code it.
It will be a 3D engine, I may cover 2D at some point, briefly however.
Part one, how to set up DirectX 10 with, what I use ( you’ll have to work it out if you use something different ), Visual C++ Express, will most likely be put up tomorrow night.
Well I’ve started learning OpenGL and might I add, it is MUCH easier than DirectX.
An interesting article was posted onto the Wolfire blog, Makers of Lugaru and Overgrowth, about why OpenGL is better than DirectX.
Have a read through it, it’s an interesting article.
Why you should use OpenGL and not DirectX
I’ve actually tried to code up a basic framework so far, but to no success. Maybe I should read up more.
I’ll post more of my progress tomorrow.