Lua, Items and XMas

Even though adding scripting language to the engine was in DEEP FUTURE plans, once I realized how easy it would be to just rewrite one text line, hit enter and spawn particles with slightly tweaked velocities instead of recompiling the whole game again I finally decided that that time had come. Ladies and gentlemen, Brace yourself for… The Story of adding Lua: Adding lua itself was the easiest thing, simply add statically native lua lib and that was it, then I used ConsoleWindow template found in imgui_demo....

December 24, 2019 · 4 min · Matěj Černý

GUI Module (Engine)

We all know that making a GUI from scratch can be truly difficult and time consuming and maybe even boring, it would make sense then if engine provided such a thing, wouldn’t it? Ok, Ok, lets do it… (I could have just used IMGUI but…) Basic GUI module in engine (13_11_2019) in order to start with inventory, one must create some sort of GUI before… currently contains Windows (which can overlap), Label, Button, CheckBox, TextBox, HorizontalSlider and Image + layouts: (Column, Row, Grid) There is one GUIContext which cares about parent-child structure and events of GUIElements and GUIRenderer, which renders those elements positions are relative to the parental element currently no resizability to change a color, one has to change the GUIRenderer Advanced GUI in engine (23_11_2019) Added view, (which is rendered to another texture before being rendered on the screen) Better text render, added kerning!...

November 23, 2019 · 1 min · Matěj Černý

ParticleSystem, Trees, Flowers, PlayerSprite

Ability to walk on blocks which are 1high without jumping. Player has a walk animation. Added entity health bar. Crude ParticleSystem using BatchRenderer2D temporarily, will have its own renderer with shader in the future. Can do 3500 particles without a problem. Added multiblock structure = tree and its generator. After placing a sapling block, sapling tile entity counts the worldtime and then calls TreeGen. Trees have random number of branches(dry or normal) and random corona....

August 25, 2019 · 1 min · Matěj Černý

Lights, Day/Night cycle, Entities

Multithreaded lights, Inheritance Entity System (maybe will change to ECS in the future)(22_07_2019) Added NBT to save and load entities. (No entity saving yet, though.) Added basic physics system with polygon collision detection. In the pic: The first entity after Player was (who would have guessed…) TNT! In the pic: red Zombie attacks black Player. (and then mysteriously disappears up in the sky) Smooth wallLight vs edgy blockLight, Day/Night cycle (12_08_2019) Added dynamically created TextureAtlas....

August 12, 2019 · 1 min · Matěj Černý

The Great Start

Pictured changelog Basic tile render (03_05_2019) Corner tile render (06_05_2019) Lighting prototype with water-spill-algorithm (18_05_2019) Platforms, grass, sky (20_05_2019) Blocks, Walls, Background (26_05_2019) Colorful block corners, glass, procedural chunk generation (14_06_2019) Dynamic and Cached monochromatic lighting system (19_06_2019) Cached lighting is only calculated onBlockChange

June 19, 2019 · 1 min · Matěj Černý