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An Archived Managed World This blog has moved to

Man, it's been a while since I've been able to put some time into the Harvest Engine. Lots o' deadlines with my music publisher, don't cha know. Anyways, I was finally able to spend at least a little time tonight trying to make some progress with the engine (albeit it very *small* progress).

I whipped up a quick reasonably high-resolution timer for the engine that uses QueryPerformanceCounter in the Windows API. Along with that, I added in pausing/resuming functionality into the engine. That is just a simple matter of pausing/resuming the counter though.

I added the ability to my renderer to output debugging text to the screen. This will allow me to output text with different colors to the screen to help view game object state information. For instance, for any game object I can whip out the state the AI is in, as well as many other uses. Currently, the engine is using the OnPaint() and Invalidate() method for the pseudo-game loop. Next coding session I will probably change that to use the good ol' Message Proc API that is used in the sample framework.

I also fleshed out more details about the architecture of the engine.

One of the next steps is to build a Math library independant of DirectX so that it can be used with the OpenGL renderer also. Once I make the math library, I can work on some classes for Sprites, Textures, and the accompanying Managers. Once that is all done, I can finally start delving into the good stuff, like actually putting together the tiling engine (since the Harvest Engine is a simple 2D engine).

I'm still working out the details in my head of when I want to start on the audio module and other modules. I don't want to leave them out until the last minute. But I also want at least a workable framework up and running first. Anyways, until next time (hopefully it won't be as long as this)....

Posted on Sunday, September 19, 2004 2:52 AM Game Development | Back to top

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