adamyaxley / pineapple Goto Github PK
View Code? Open in Web Editor NEW2D game engine with a modern intuitive API and a decoupled plugin system
License: Other
2D game engine with a modern intuitive API and a decoupled plugin system
License: Other
One way to do this:
clang - address sanitizer, clang-tidy
OpenAL is a good option to allow for cross-platform sound playback. If we had a OpenAL sound plugin, then it would make the demos playable without the user having to install FMOD.
When starting up a demo in Release, the following error occurs:
The program can't start because glew32d.dll is missing from your computer...
It looks like there may be two problems here:
Emscripten allows C++ code to be compiled into a special subset of Javascripts (asm.js). Adding a build option for Pineapple using Emscripten would allow games written in Pineapple to run in a web browser.
Engine/Container
Engine/Platform
Engine/Util
For the ultimate configuration
TileSet, TileMap, and Map objects are a little outdated and could do with a second look and fix up to make the API easier to use and more robust.
AnimatedSprite's API is out of date and can be improved.
This causes child instances to be left behind in the world when resetting.
At a glance, the fix is to call clear() on m_childList in ObjectInfo::clearAllInstances()
Instead of implementing various classes such as Texture
, Text
, Map
etc simply implement only one class which has simplified callbacks for rendering such as:
createContext()
destroyContext()
createTexture(std::shared_ptr<Texture>)
- creates a native texture object and stores it in the Texture::m_userData
destroyTexture(std::shared_ptr<Texture>)
- destroys the native texture object stored in Texture::m_userData
drawQuads(std::vector<Quad> quads)
- draws quad vertices, transforms and texcoordsreset()
- resets the state and gets ready for another frameGlad provides generators for various versions of OpenGL and OpenGL ES. The advantages of generate these header files and include them directly in the OpenGL plugin are:
At the moment can use the cmake generator to build sln files:
cmake -G "Visual Studio 15 2017 Win64"
This includes making it a pa::Dependency, creating it from pa::Graphics. The goal is to be able to edit the txt file on disk to have it reloadable at runtime.
The Android Emulator reports an error of:
C:\buildbot\src\android\emu-master-dev\external\qemu\android\android-emugl\host\libs\Translator\GLES_CM\GLEScmImp.cpp:glTexSubImage2D:2058 error 0x501
Investigate this and update the main page
If you can scale Sprites then you would obviously need to scale Maps too...
For increased exposure and easier editing.
So it can be configurable from pineapple.json
This would require a Unix platform plugin that would probably use the X11 windowing system or similar.
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