Archive for October 2009

October 21, 2009

Game Engine Tutorial Part III, Chapter 4 – Engine [Updated 11/5/2009 11:12PM PST]

The final core class of the engine is the “Engine” class. This class maintains the GameScreen stack, keeps track of utility classes, and is the starting point for updating and drawing all the GameScreens and thus all the Components. Later on it will also be in charge of saving and loading the state of the [...]

October 20, 2009

Game Engine Tutorial Part III, Chapter 3 – Component Draw Order

One feature of the GameScreen is that it can draw components in whatever order they want to be drawn in. This can be useful for features like transparency, where transparent objects must be drawn last so that they can draw over the object behind them. To implement this, we will provide a property on the [...]