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A Dash of Game Development – 9. Archives and Resource Groups.
In this chapter we take the basic resource management framework we built in the last chapter and add a few more things to it. We will refine our code and make the framework more generic so we can read resources from archives and allow loading of resources via resource groups. (This will allow us to…
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A Dash of Game Development – 7. Images, Sprites and Textures.
We will be looking at a bit of theory again in this chapter. First let’s start with images. An image is often used interchangeably with the terms picture and bitmap. If you recall, we talked about bitmaps in chapter 4 — where we understood what a bitmap was. Images are usually stored on a storage medium in…
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A Dash of Game Development – 6. The Event System.
Now that we have our game framework in object oriented format, it’s time to extend it further so that we can add game entities, load resources and run our game simulations via the framework. Let’s begin by looking at what all needs to be added to our basic game framework. Remember, I am not going…
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A Dash of Game Development – 5. Going Object Oriented.
In the previous chapters we finished with the basic outline of a game. However, this simple outline isn’t going to take us too far when it comes to building a complex interactive game. It’s time we added structure to this outline so that we can build it into something that we can actually use to…