Your game needs music! In this article, I will take you through everything you need to know to stream audio files for your game.
Game Engine Dev
You’ve thought about the rendering engine in Part 1, taken a look at all of the work needed in Part 2, and covered the sorts of functions you’ll need for audio in Part 3. Now we’ll go over the various “utilities” that you might need. Utilities are the part of the engine that I’m not …
In these articles, I’m going to show you how to make Pong from scratch. Not completely from scratch, we’re going to use some libraries. Or maybe you could combine this article with some learning of your own to build your own libraries.
In Part 1 we handled rendering, and in Part 2 we went over the rest of the components needed for the engine. Now that we can draw things on the screen and we’ve got a plan, the next thing we’ll want to do is play music and sound effects.
One of the effects I needed for a previous game was creating nebula for outerspace. But as a pixel art game, the nebula needed to look… pixel-artsy?
Error handling in a state-based C API such as OpenGL in C++ can sometimes be a bit of a pain. To help me with my own graphics engine, I created this simple method of wrapping the OpenGL function pointers to report errors as they happen.