Readme update
This commit is contained in:
parent
db830a2a4e
commit
184b9aa245
21
Game.cpp
21
Game.cpp
@ -14,6 +14,27 @@ using std::make_unique;
|
||||
|
||||
Game* Game::smInstance = nullptr;
|
||||
|
||||
|
||||
/*
|
||||
Game class is the conductor of every part of this "piece of scr*tch" game engine.
|
||||
|
||||
Only keyboard is implemented as input (but mouse alse for debug purpose).
|
||||
|
||||
SFX and music are planned later...
|
||||
|
||||
Rendering will be done with CPU intrinsics (SIMD) if available.
|
||||
Both 2D and 3D rendering is mixed to display interface to the player.
|
||||
The static and UI element are 2D. The world and some pieces of the UI are in 3D.
|
||||
For simplicity (and somehow, style effect), the game is in wireframe like old arcade game.
|
||||
> Game instance call UI Update() method for quick computation of state, but only
|
||||
a call to the Draw() method will proceed to the pixels drawing.
|
||||
THIS SHOULD NOT BE USED TO UPDATE THE WORLD STATE OR ANYTHING ELSE THAN UI!
|
||||
|
||||
World is the module responsible of the game elements states, FSM and start/end condition.
|
||||
> The method Tick() is used to compute new elements states
|
||||
|
||||
More details to write here...
|
||||
*/
|
||||
Game::Game(std::shared_ptr<sf::RenderWindow> mainWnd, bool dbgFlag) : mbDbgModeEnabled(dbgFlag), mMainWindow(mainWnd) {
|
||||
unsigned int wndWidth, wndHeight;
|
||||
GetDefaultWindowSize(wndWidth, wndHeight);
|
||||
|
19
README.md
19
README.md
@ -1,3 +1,20 @@
|
||||
# ProtoTank
|
||||
|
||||
A quick concept of a 80s arcade game with tanks
|
||||
A quick demonstration of the development of my skills in video games and C++ programming.
|
||||
|
||||
It (should be) a "very dirty" 80s-style arcade game with tanks.
|
||||
|
||||
<img src="https://repo.jcsmith.fr/pictures/prototank_readme_logo.jpg"/>
|
||||
|
||||
|
||||
I like big-canon, ballistics, retro and simulation, and that's where the initial concept came from.
|
||||
The similarity with Battlezone (Atari, 1980) or 3D Tank Duel (ZX Spectrum, 1984) only became apparent to me later in the development.
|
||||
|
||||
The game itself isn't very polished. Mainly focused on game engine design, state-of-the-art rendering, and CPU-accelerated computing techniques.
|
||||
|
||||
This code has been written with experimentation and education in mind. It is subject to the MIT license.
|
||||
|
||||
I've used some libs for backend "boiler plates" like:
|
||||
- SFML (window management)
|
||||
- tinyobjloader (OBJ file loading)
|
||||
- Tweaked DirectXMath (Heavy math duty)
|
Loading…
x
Reference in New Issue
Block a user