Let's make TileMaps now! | C++ Game Engine Devlog #08
Вставка
- Опубліковано 26 лип 2024
- ✅ Support this Project (Patreon): bit.ly/patreon-uniday
➡️ My Discord Channel: bit.ly/discord-uniday-us
In this video I'll be continuing to discuss the implementation of a #tileset / #tilemap in #OpenGL for the #GameEngine. The entire source code for this video plus others is available on my Patreon, so if you're interested in it, check the first link for more details!
Timestamps:
0:00 Introduction and Overview
0:06 Recap of Last Video's Function
0:12 Tile Set Example and Deletion
0:19 Constructing the Image as a Tile Map
0:26 Tile Map Class and Default Tile Resolution
0:33 Adding Tiles and Compiling
0:56 Demonstration of Tile Placement
1:05 Example with Two Tiles and Barrels
1:17 Explanation of Positioning and Offsets
1:38 Drawing the Tile Map and Running the Program
2:08 Handling Transforms and Math Fixes
2:29 Private Members and Tile Size Restrictions
2:42 Image Size Consistency
3:00 Issues with Changing Images
3:08 Simple API for Tile Map Creation and Usage
3:21 Add Tiles Functions
3:32 Grid-Free Design and Implementation
3:45 Example of Non-Grid-Aligned Tile Placement
4:18 Design Choice for Grid-Free Implementation
4:45 Add Tile Function Details
4:53 Submit Function and Mesh Building
5:28 Optimization with Single Draw Call
5:40 Walkthrough of Submit Function
5:49 Tile Size Validation and Mesh Clearing
6:08 Atlas Image Resizing and Cleanup
6:26 Append Images to Atlas
7:06 Use of Offsets in Mesh Creation
8:05 Building and Drawing the Mesh
9:03 Summary of Tile Map Functionality
9:11 Next Steps: Physics Implementation
9:32 Supporting Different Mesh Types
10:10 Potential Custom Mesh Support
10:39 Additional Game Development Needs
11:02 Timer and FPS Limiter
11:29 Directory Access and File Handling
11:43 Summary and Closing Remarks
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► Uniday Studio
By: Guilherme Teres Nunes - Ігри