Worklog for PaulM

B3D SDK/C# 2D Engine Tutorial

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Ch 7 & 8(Posted 2007-09-10)
Still going strong. The basics of the 2D game engine are done, now it's a case of writing simple games to identify features that are still required.

7. Advanced Game Object Management 96
Deterministic disposal of game objects 96
A game object manager 101
Cloning game objects 107
Pooling the game objects 111

8. Collision Detection 118
A collision controller 118
Using the collision controller 120
Detecting game object collisions 123

Chapter 9 will be a first stab at writing a simple 2D shooting game using the game engine.


Table of Contents: Ch 1 - 6.(Posted 2007-09-05)
Here's the table of contents for the first six chapters. I'm busy working on the seventh, "Advanced Game Object Management".

Introduction 2
Assumptions 2

1. A Simple Game Engine 3
Setting everything up 3
A simple "game" 3
The engine takes shape 5
A better game class 6
Making our bouncing text game work again 7
Where to now? 11
Game objects 12
Game objects that do something 15

2. Sprite Management 20
Blitz3D and images 20
Adding image management to the game engine 25
A better sprite class 29
What do we do with sprites? 33

3. Game Object Controllers 38
A journey to the end of the game world 44
Interacting with the game world 47

4. Bits and Pieces – Part One 59
Better movement 59
More game objects 64
Displaying diagnostic information 66
Drawing order 68
Animated Images 70

5. User Input 81
The InputManager class 82
Using the InputManager class 85

6. Sound Management 90
Adding sound support to the MediaManager 90
Using sounds 94


Intro(Posted 2007-09-04)
I've started working on a Blitz3D SDK and C# 2D game engine, together with a comprehensive tutorial on developing a 2D game engine. The emphasis is on the engine architecture and not learning the Blitz3D SDK or C#/.NET.

I'll release a preliminary version once it is complete (able to be used to create complete games) and then have updates covering opimizing the engine, adding features and creating a game "editor".

Each chapter (so far there's 5 chapters, 90 pages long) will come with a VS solution with the source for the engine and a sample "game" (you wouldn't call it a game to begin with). I'll be careful not to release any of the copyright code and there will be no binaries - you'll need the SDK to build it).