Space Battle Arcade Dev

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enigma_dev
November 07, 2021
DevBlog 5 - Mod System Load/Save and 3D Model Configuration Editor

How I made my custom engine project modifiable by the players.


So, I decided I wanted my game to be modifiable from the ground up.

To make sure the mod tools worked well and were bug free, I decided it was best to use them to build the actual game.

So, when running the game, you have tools available …

17,422 views
enigma_dev
October 28, 2021
DevBlog 4 - Laser Frame Stretching

With editor ui and a level system integrated, I can visualize my idea for stretching projectiles.

It roughly works like this:

The projectile end points are determined based on delta time, and the distance between them.

The model is offset and scaled so that we can use one tip of the projectile as some…

9,934 views
enigma_dev
October 20, 2021
DevBlog 3 - Mod/Editor UI and Level System

Projectile editor with IMGUI!

In order to visualize the frame stretching projectiles, I needed to create a projectile editor. This required UI and Level systems to be in place. So must of the work here is just code under the hood, but not a lot of visuals.

This will be used to determine which grid no…

34,108 views
enigma_dev
October 10, 2021
DevBlog 2 - Ray Casting Through a Spatial Hash Grid


 My spatial hash grid has the ability to look up collision shapes within a given spatial hash cell.

But I did not really have the ability to easily query a line of individual cells.

If I wanted to trace a line through the spatial hash, I would need a shape encompassed the entire line.

This was e…

22,060 views
enigma_dev
October 03, 2021
DevBlog 1 - Spatial Hashing and Separating Axis Theorem

To get better at c++, problem solving, vector math, programming, and rendering -- I embarked on a project to build a game from scratch in c++ and modern OpenGL.

The crux of this engine revolves around the collision system I wrote. Rather than use a library like bullet or PhysX I wanted to learn a b…

12,079 views
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