Median-Cut with Floyd–Steinberg dithering in C++
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?
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.
When I first set out to do what the title says, I hit so many roadblocks and unforseen problems that it drove me bonkers. But eventually I figured it out. So if you’ve given up trying to work out how to stream ogg files with OpenAL, or if you just need to get it done, …
In the first part of this series I talked about the Renderer and what you need to have for a simple Game Engine for the kind of games a solo hobby dev will be making. In this article I’ll go through my own engine’s parts and explain all the systems and what is involved in …
Game Engine Development for the Hobby Developer Part 2, Engine Parts Read More »
I have utilized all of the below resources in order to develop games and game engines. I have only ever done this as a solo hobby game developer, so these resources may not be useful if you’re in the industry. I will add to this list as I remember or find more interesting and helpful …
The Big List of Game & Engine Development Resources Read More »
In this series of articles, I’m going to talk about developing your own game engine from scratch, from the perspective of the hobby game developer. We won’t do much actual development, there’s 100’s of websites that can teach you that (I’ll list what I know of at the end of the article). For myself, there’s …
Game Engine Development for the Hobby Developer Part 1, Rendering Read More »
Planning Your Game So you’re ready to make your first game, or you’re ready to make your 33rd game. The first steps are the same, plan it out into discrete peices of work that you can complete it in your spare time. For the purposes of this article, we’re going to be making a game …