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Project: BSGame Game Development Objects (C++)
Project Started: 30th March, 2009 Last Update: 10th April, 2009
Project Owner: Eric Lism Project Members:
Project Type: C++ Static Library Project Progress:
More Info: http://code.google.com/p/bsgame/ Faves: 0

Project Overview  
BSGame is an open source static library written in C++, for use with openGL and SDL, although converting it to directX or other systems should be possible. The aim of the project is to simplify the data handling requirements of a 2d game programed with these libraries.

Currently the library contains holders for textures, animations, sprites, graphical strings, and a rudimentary menu system. The sprites contain pointers to the sub-objects such that any system you aren't using won't waste precious memory space, or alternatively, may be shared between multiple sprites to save space (would you really want to have a texture loaded a zillion times, so each monster can have its own instance? You would? Well you can, but you don't have to)

I must stress that while the project is approaching a useable state, I fully expect it to be quite bug-ridden, or at least to contain several unexpected features. However, the full source code is available on the project's google code page and any comments, improvements or modifications will be greatly appreciated.

Important note: The library and the animation editor with it have both been written in linux, and while I haven't tried compiling it in windows, mac, BSD, or any other OS, theoretically it should be simply portable to all of them, with the small exception that bitmaps will load with flipped colours in windows, as windows does not support the latest openGL version.

Tinker away!

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2 3 Hiring!
By: Eric Lism
On: 30th Mar 09, 18:33:48
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Stepping swiftly along
Posted 10th Apr 09, by Eric Lism Post A Comment
The library objects that are currently in the library now contain everything they [b]need[/b] to be used, but a fair amount of error catchment and input validation is probably needed. Of course, documentation never went amiss either, so I'm sure I'll be working on that before long.

The animation editor which goes with the system is also in a somewhat useable state, but a better editor would probably not be too hard to make (though I won't bother)

next step: attempt to use them for something, and see what is missing!

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