C++ Game Engine Development – Part 40 – First Friend

This week we are going to add a friend for the player. We’ll refractor the player creation code to reuse as much of it as possible and we’ll also create a new collision layer for the character and setup collisions between the player and his new friend.

C++ Game Engine Development – Part 33 – Shared Context

This is part of an ongoing series where we write a complete 2D game engine in C++ and SFML. A new tutorial is released every Monday. You can find the complete list of tutorials here and download the source code from the projects GitHub page.At the moment the classes we want to include in the context are: Input: […]

C++ Game Engine Development – Part 32 – Spawning Projectiles

This is part of an ongoing series where we write a complete 2D game engine in C++ and SFML. A new tutorial is released every Monday. You can find the complete list of tutorials here and download the source code from the projects GitHub page.Last week we added the final touches to our projectile animation however there is […]

C++ Game Engine Development Part 10 – Object Collection

When we started our component system, we created Awake and Start methods for our objects. However, they are not yet being called anywhere. We need to fix this before next weeks tutorial (where we begin our animation system) so the first part of this tutorial will focus on that. Also, we are currently responsible for maintaining, updating, and drawing our objects ourselves. We only have one object at the moment so it’s not really a problem, but we do not want to have to manually call update and draw functions when we have 100+ objects. Therefore we will also create a structure to do just that, the ObjectCollection.