My 2D Engine
Fixed my pathfinder. It was me being an idiot. RAM usage now altogether at < 20MB. Also, I fixed my pathfinder crashes as well. This thing is really shaping up.
Been spending time fixing up the math side of things. Rewrote all my rotated point code, so now things rotate fine. I’ll soon be adding onto my collision code so it is a little more accurate than just using bounding boxes.
I’ve also split up my SoundManager so that each game State can have its own independent queue of sounds. All the SoundManager has to do is hook into the queue at world load. This gives me flexibility in manipulating sounds independent of each state. So now, for example, I can Think() the sounds in one game state, pause it, and come back seamlessly where I left off.
I also implemented a test loading screen. Everything loads pretty quick, so I don’t think it’ll be seen much. Going to thread the loading in the future instead of just halting the program so I can make animated loading screen and allow interaction while loading is happening.
I’d like to post a video of what I have been doing so far, but it might be boring watching a bunch of squares moving around. I should do it anyway just to document my progress. I feel proud about what I have accomplished and I have progress immensely since I started The Man in the Cape back in 2011.