Sorry for the ackward title, but i don't know what to call it exactly. I'm looking for code or libraries that allow easy creation of commonly used user input devices, and code/libs that make gaming controls easy to set up (i'm using SFML and Box2D at the moment)
I don't want to re-invent things like buttons, arrows being placed wherever the mouse is located, and more game specific items such as "controls settings" or even being able to drag objects around with the mouse.
More specifically i want source code for interfaces that....
and code for common game mechanics/controls that....
Are there any simple libraries or resources out there that i can use to avoid spending much of my time coding these now standard input devices/tecniques?
Turska UI/Framework has built in support for SDL.
Have you looked into this list(SDL Libraries)?
There are too many to list, but a handful of them continues with regularity.
Since building a game is not about 2D anymore, I just want to build a list of the (not necessarily best, but good enough) open source software available to make games. I prefer to put emphasis on libraries that insist on specializing on one part of what makes a game (like Ogre does for graphics, and OpenSteer does for steering), rather than engines/libraries that try to feature a lot.../index.php/Libraries - Multipurpose/Multimedia: - SDL http://www.libsdl.org/ - SFML http://www.sfml-dev.org/ AI/Behaviour/PathFinding: OpenSteer http://opensteer.sourceforge.net/ Physics: NxOgre
GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch...I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains... coupling. A. We can add new GameSubsystem. For example, let's add GameSubsystemTitles that registers all ComponentTitle and guarantees that every title is unique and provides interface to quering objects
I'm looking into building a cross-platform opensource 2D RPG style game engine for ChaiScript. I want to be able to do all of the graphics with SVG and need joystick input. I also need the libraries I use to be opensource and compatible with the BSD license. I'm familiar with allegro, ClanLib, and SDL. As far as I can tell, none of these libraries have built in or obvious integration for SVG. Also, I'm aware of the previous conversations on this site regarding Qt for SVG game development. I'm hoping to avoid Qt because of the size and complexity of making it a requirement. Also, Qt does
I am trying to build and run Doom 3 from the open source release in order to better understand how the engine works. Unfortunately I am not able to run the game from the binary I built. I just get the console, but cannot run the actual game. Here is what I did: Downloaded the source code from the game repo Downloaded and installed the DirectX SDK Purchased, downloaded and installed Doom 3 from...\steamapps\common\doom 3\base\game01.pk4 (2 files) C:\Program Files (x86)\Steam\steamapps\common\doom 3\base\game00.pk4 (2 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized
Say I develop a game for mobile platform running OpenGL ES 2.0. I have done 2D part, and now I wish to import some 3D objects. The imported 3D objects must contain the following: Vertices..., that will let me import 3d meshes into my game, ready to use? The solution/middleware should be: easy to use easy to port efficient not consuming too much memory with unnecessary things containing all the above mentioned features plus things I haven't considered yet Programming language is: C++. Currently, I'm developing under Windows 7, Visual Studio 2010, and OpenGL ES 2.0 emulator. Later
hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful... or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics
people can play my game once finished). I'd like to have it available on many mobile platforms aswell. (because I love touch input for some reason) I do know the XNA framework pretty well... to use Flash, but I don't know if it scales well enough. I'm not a scripter, I want some real APIs that I can work with inside a proper IDE. Just for information, I looked at several alternatives, I'm... don't need 3D, and it is quite ...a lot of work to learn. I also don't like that it is so expensive to use for different platforms and that I can only code for it through scripting. You have to buy each
don't want to find out in the end that I have to rewrite everything again, as a lot of other objects will be working with these data. Sorry if it's a too subjective matter, but I need some insight. I'm... them to be attached to the node in most cases, even if I allow setting global lights to the scene. @Nicol: Yes that's what I'm trying to figure out. You can see the code doesn't rely on any hardware... being accessed by game entities and other objects, and must allow (somewhat)easy optimization for them if needed. Anything that helps me make a decision is a good answer for my question, thanks
for game objects. Just like that. Pros: Not even sure. Well, it's straightforward. Definitely. Cons: It will require an overhaul. Not of code, thankfully, but of the current game mechanic mentality..., and whether I missed something or not. Important: a character CAN stand on a tile that has walls, regardless of their form. The common thing for all the three variants: the tilemap will be "kept.... A) The simple approach. Nothing fancy here. Each tile-container can hold not only characters, but one or several Wall objects, which are attached to the edge inside the tile. Pros: easy to implement