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digitalmars.D.announce - Pixel Perfect Engine (formerly known as VDP-Engine) version 0.9.1-rc1

reply solidstate1991 <laszloszeremi outlook.com> writes:
Github: https://github.com/ZILtoid1991/pixelperfectengine

It's now pretty usable a decent speeds and a lot of features. 
There's now a new collision-detection algorithm that can test 
whole lines at once, although it's currently untested. I also 
started to work on an editor, it's only function now is to import 
images to its own proprietary bitmap format, which has support 
for 16bit palettes (up to 65536 colors) and transparency by color 
key. Next I'm going to run a few tests with the collision 
detection, implement the 32bit tile layer, the drop down menus 
for the Concrete UI, start to implement the multi-threaded 
rendering, also work further on documentations.

This project might end up as my master thesis, so at the moment I 
cannot accept contributors unless they're working on implementing 
scripting languages (Lua, Lisp, etc.), which won't be part of my 
thesis.
Jan 20
next sibling parent reply Chris Wright <dhasenan gmail.com> writes:
This would have been the perfect place for you to describe what this 
project is about.

Pixel Perfect Engine is a 2d graphics system based on SDL and FreeImage. 
It appears to be tile-based and incorporate a map editor.
Jan 20
parent solidstate1991 <laszloszeremi outlook.com> writes:
On Saturday, 21 January 2017 at 01:55:54 UTC, Chris Wright wrote:
 This would have been the perfect place for you to describe what 
 this project is about.

 Pixel Perfect Engine is a 2d graphics system based on SDL and 
 FreeImage. It appears to be tile-based and incorporate a map 
 editor.
It's mainly an engine for retro-styled games that uses fixed point rendering through the CPU (and later on with an OpenCL option) to give a "pixel-perfect appearance" instead of the usual stretched out low-res objects on a hi-res screen as usually seen in unity and other engines. Currently scrolling is done via brute-force, as even my low-end PC is capable of rendering 60+ frames per second, but more CPU intense stuff (like background rotations) will done through backbuffers and barrel-shifting. While it's mostly tile-based, I'm planning to add options for things like vectoral backgrounds, tile backgrounds for isometric games, also one can generate backgrounds through sprites too. FreeImage is only used by the editor, the engine itself has a proprietary image format that can store graphical elements and animations at different sizes. The format itself might get its own library if others will see anything in it.
Jan 21
prev sibling next sibling parent reply Dmitry <dmitry indiedev.ru> writes:
On Friday, 20 January 2017 at 23:15:51 UTC, solidstate1991 wrote:
 Github: https://github.com/ZILtoid1991/pixelperfectengine
Any documentation?
Jan 21
parent solidstate1991 <laszloszeremi outlook.com> writes:
On Saturday, 21 January 2017 at 14:27:35 UTC, Dmitry wrote:
 On Friday, 20 January 2017 at 23:15:51 UTC, solidstate1991 
 wrote:
 Github: https://github.com/ZILtoid1991/pixelperfectengine
Any documentation?
Documentation is in the works with a few sample codes, but currently I have a lot of other things to do. In the meanwhile refer to the available documentation in the source code and feel free to recycle existing code from the editor.
Jan 21
prev sibling parent reply NVolcz <niklas.volcz gmail.com> writes:
On Friday, 20 January 2017 at 23:15:51 UTC, solidstate1991 wrote:
 Github: https://github.com/ZILtoid1991/pixelperfectengine

 <snip />
Any screenshots?
Jan 21
parent solidstate1991 <laszloszeremi outlook.com> writes:
On Saturday, 21 January 2017 at 17:41:58 UTC, NVolcz wrote:
 Any screenshots?
https://github.com/ZILtoid1991/pixelperfectengine/issues/1 There's even a video showcasing the scrolling capabilities of the engine. I made more during development, most of them are about the bugs.
Jan 21