More progress: Quad trees

Today’s subject: quad trees. Here is a nice little tutorial on the subject. Until now I was using a naive method of rendering the level shapes (polygons and circles): I looped through them all, did a bounding box check* to see if they’re visible in camera, and rendered if they were. This works fine for [...]

Engine progressing slowly but not-so-steadily..

Once again, I’ve been improving the platformer engine. I have done a lot of internal restructuring which isn’t directly visible on the screen. Remember, this project started as a quick hack testing JBox2D, so the oldest parts of the code were a total mess. Cleaning it up, I implemented modules, that the engine keeps processing. [...]

Platformer progress

After a long break I’ve started working on the platformer engine again. I’ve added a material system, where every level shape (i.e. polygon) has a material assigned to them, which defines the texture and physical properties (friction, restitution and density) for the shape. Later on this could be used to trigger different sounds or other [...]

Random things..

Before getting carried away with the platformer rambling, again, here’s something about PolyAnim. Yesterday I added automatic polygon triangulation for concave polygons into PolyAnims LWJGL-renderer. This is mainly for convenience, since the triangulation is quite expensive – it remains to be seen if this is fast enough for more general use. At least with simpler [...]

Shader goodness: Bloom!

In the last post I talked about lighting, this time it’s shaders and more specifically bloom. I must say I like the effect when it’s used subtly as a mood enhancement and dislike it in it’s quite common burn-your-eyes-out -form.. For the platformer game I’m planning to use the effect for a nice and quiet [...]