Welcome back Today I would like to finally tie together the stuff I’ve been talking about in previous posts about the structure of the game engine, with images and diagrams! Some of this will probably feel obvious, but I think it’s an interesting topic to discuss none the less, so that’s why it’s here and… Continue reading Conceptualizing The Game Engine
Month: July 2022
Weekly Update – Progress
Welcome Next week is the midterm evaluation, so I think this is a good opportunity to take a look at things that have been done, and what is on the docket for the near future. To begin, I’ll quickly outline what I did the past week, and then I will briefly go over what I’ve… Continue reading Weekly Update – Progress
Weekly Update – More structure
Welcome Back! I really do have some more interesting posts brewing currently, but they still need a bit more time. For example, as I’ve translated further parts of the engine, my concept of how sprites function specifically has changed, and may change again as I get closer to when I plan to translate the sprite… Continue reading Weekly Update – More structure
Weekly Update – Engine Structure
Welcome back! Going forward, I will be separating the more in-depth posts about specific subsystems, and the general update for each week. For example, I am working on a post all about the interesting and very confusing nature of sprites, their data, and their animations (with some neat graphics!). In a different post, I want… Continue reading Weekly Update – Engine Structure
One bit, Two bit, Red bit, Blue bit
Welcome back! Last week I mentioned that the next step would be to work on translating Kernal.gs and Driver.gs. These files contain many important functions for the entire game engine, including the main game loop and the initialization before it. These two files are distinct in the context of the apple IIGS, but for our… Continue reading One bit, Two bit, Red bit, Blue bit