Game Engine Tutorial Part IV, Section 1 – 2D Components

This section will walk us through the creation of our 2D components: those that are drawn directly onto the screen as though it were a flat canvas. At the moment this will only include the Sprite class, which is responsible for drawing images at specific locations on screen, but later on we may add 2D particles and 2D physics with the sprites.

9 Responses to “Game Engine Tutorial Part IV, Section 1 – 2D Components” »

  1. Pingback by Innovation Engine Roadmap 2009-2010 | Innovative Games — January 5, 2010 @ 9:04 pm

    [...] Game Engine Tutorial Part IV, Section 1 – 2D Components [...]

  2. Comment by Eibach06 — January 6, 2010 @ 6:09 pm

    Quick question about components. I have heavly modified your old engine. One thing i added was child components. This is more or less acting as a scene graph with the parent child relation ship. The child components position is updated from the parents position. This makes it simple to many things such as creating a bullet from some point on the parent component. That way it is relative to the component instead of the game screen. Thats just one of the things i have done, let me know if you want to talk about the other stuff i have implemented. Keep up the great work

  3. Comment by Eibach06 — January 6, 2010 @ 6:12 pm

    Another thing, I know this isnt the right place to post it but, I think there should also be an unload function in the component class.

  4. Comment by Sean — January 6, 2010 @ 7:44 pm

    Good point… I’ll look into it

  5. Comment by SNoChE — January 11, 2010 @ 8:30 am

    Looks like you are not going to implement “deferred rendering”, but it will be very nice at least to store the drawing components in a way we could easily implement it ourself instead to draw the components on the fly.

    With the last engine I made my own deferred rendering and I needed to change a lot of code for the component and game-screens.

    I Hope this engine go forward and I hope to see more tutorials soon because looks a promising engine but it needs more frequently updates, I will like to see this engine working and with lots of applications. I hope you donĀ“t give up like the other 100 engine tutorials that starts very well and never ends…

    Good job dude, but lets back to work now, we are waiting for you updates ;)

  6. Comment by Bixel — February 7, 2010 @ 2:44 pm

    Is it me or is there no tutorial here, all i see is comments and an introduction to the tutorial.

  7. Comment by Alex — February 20, 2010 @ 1:55 pm

    can i ask..SNoCHE, by deffered rendering, do you mean you want to draw all the sprites in one spriteBatch.Begin()..End() call?? just wondering if its something i need to implement in my engine before i go too far… tks

  8. Comment by Mike — March 25, 2010 @ 8:19 pm

    Bixel: there is no tutorial on this page for me either.

    ive enjoyed the previous reads, hope to see more.

  9. Comment by Shaker25 — March 5, 2011 @ 12:51 pm

    Is this place still active? And there’s no tutorial for me either.

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