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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.
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A Dash of Game Development – 5. Going Object Oriented.