background preloader

C++

Facebook Twitter

C++ Game Programming Tutorial: non-tile based arbitrary positioned entity engine like in Braid or Aquaria games » Javilop. We are going to learn how to create an in game map editor that dosen’t use tiles, but directly backdrop images that you can translate, tint, rotate, scale, etc, in different parallax layers and camera zooming.

C++ Game Programming Tutorial: non-tile based arbitrary positioned entity engine like in Braid or Aquaria games » Javilop

You can have several tilesets and you can of course to save / load the maps using XML files. This type of editor is used in games like Braid or Aquaria. For this tutorial we are going to use IndieLib C++ 2d engine, because its entity system is great for having graphical objects which attributes can be modified in real time. And we are going to do it with style, using graphics from lostgarden.com prototyping challenges and Aquaria game. Some screenshots of the editor Video of the editor Download sourcecode Here it is the complete sourcecode. Windows platforms The sourcecode is ready to be compiled under Visual C++ Express Edition 2008. Other platforms IndieLib , the 2d engine used for this tutorial, has only a Direct3d renderer, so it is not portable yet.

Keys Step 0: Introduction Credits. Create REAL explosions with Box2D – adding textures. Package { import flash.display.Sprite; import flash.events.Event; import flash.events.MouseEvent; import flash.geom.Matrix; import flash.display.BitmapData; import Box2D.Dynamics import Box2D.Collision import Box2D.Collision.Shapes import Box2D.Common.Math public class Main extends Sprite { private var world:b2World=new b2World(new b2Vec2(0,10),true); private var enterPointsVec:Vector. private var numEnterPoints:int=0; private var worldScale:Number=30; // variables used in the explosion process: // the vector of exploding bodies private var explodingBodies:Vector. // the number of cuts for every explosion private var explosionCuts:Number=5; // explosion x and y center private var explosionX:Number;

Create REAL explosions with Box2D – adding textures

Develop a Flash game like Angry Birds using Box2D – Killing the pigs. A 2D Physics Engine for Games. Game Physics Simulation. We have been making a lot of progress in higher quality physics simulation for robotics, games and visual effects.

Game Physics Simulation

To make our physics simulation easier to use, especially for roboticist and machine learning experts, we created Python bindings, see examples/pybullet. In addition, we added Virtual Reality support for HTC Vive and Oculus Rift using the openvr sdk. See attached youtube movie. Updated documentation will be added soon, as well as possible show-stopper bug-fixes, so the actual release tag may bump up to 2.85.x. Download the release from github here. The new Bullet Physics SDK 2.83 is available from github. Also, our proposal for a course on Bullet got accepted for the upcoming SIGGRAPH 2015 conference in Los Angeles.

Tuesday, 11 August 3:45 pm - 5:15 pm, Los Angeles Convention Center, Room 404AB UPDATE: here are the slide decks: 3:45-4.15 pmIntroduction to rigid body pipeline, collision detection 4:15-4:45 pmAdvances in constraint solving, Featherstone Articulated Body Algorithm.