You are browsing as a guest. Sign up (or log in) to start making projects!

Calamity Engine

  • 3 Devlogs
  • 9 Total hours

A 2D portable game engine written in C++ with SDL3 targeting older platforms (such as the Sony PSP)

Open comments for this post

7h 14m 24s logged

Calamity engine devlog 2

i’m back with another fire devlog

Physics changes

I made a lot of changes to the Physics service, including adding the SegmentShape, Raycasts and overall tidying up the service by creating the PhysicsBody class. Every physics body (Rigidbody, Staticbody) inherits this class.

Also, every physics body now has a signal for when the mouse enters and leaves the shape! This allows the creation of ui elements (i.e. look at the button example)!

Windows is supported again

You can build the game on Windows either using mingw64 or MSVC! There are a couple of issues though…
Windows support isn’t necessarily a top priority for me right now, but I will be working on it and hopefully getting it ready for when I create the next release! (also there’s some edge cases regarding the calamity folder on MSVC and especially on mingw64 where you have to manually copy over the dll of every vendored library)

Example changes

I’m working on tidying up all the example code and adding console platform support to every example! (for example, the node-tree example didn’t have any console support). I also added two new examples - button and raycast. These demonstrate how to use the new additions to the Physics service!

Stuff that’s planned for the next minor release

I want to fix the GitHub workflow that runs every push, it compiles every example for emscripten and builds the website. But, for some reason, the examples don’t load properly when the runner pushes the website. It works properly when I do it manually and the workflow runs the exact same commands I do… It’s a pretty weird issue and it’s very hard to debug but I want to get it fixed for alpha 1.1.

New minor release

After I fix the runner and finish tidying up the examples, I will create a new alpha 1.1 release! I don’t know if I will ship the project yet, I don’t think I have enough hours and I kinda want a bigger payout xD

that’s it scooby gang. please like and subscribe and make sure to share this devlog to every family member in your vicinity! That also includes your grandmother.

Calamity engine devlog 2

i’m back with another fire devlog

Physics changes

I made a lot of changes to the Physics service, including adding the SegmentShape, Raycasts and overall tidying up the service by creating the PhysicsBody class. Every physics body (Rigidbody, Staticbody) inherits this class.

Also, every physics body now has a signal for when the mouse enters and leaves the shape! This allows the creation of ui elements (i.e. look at the button example)!

Windows is supported again

You can build the game on Windows either using mingw64 or MSVC! There are a couple of issues though…
Windows support isn’t necessarily a top priority for me right now, but I will be working on it and hopefully getting it ready for when I create the next release! (also there’s some edge cases regarding the calamity folder on MSVC and especially on mingw64 where you have to manually copy over the dll of every vendored library)

Example changes

I’m working on tidying up all the example code and adding console platform support to every example! (for example, the node-tree example didn’t have any console support). I also added two new examples - button and raycast. These demonstrate how to use the new additions to the Physics service!

Stuff that’s planned for the next minor release

I want to fix the GitHub workflow that runs every push, it compiles every example for emscripten and builds the website. But, for some reason, the examples don’t load properly when the runner pushes the website. It works properly when I do it manually and the workflow runs the exact same commands I do… It’s a pretty weird issue and it’s very hard to debug but I want to get it fixed for alpha 1.1.

New minor release

After I fix the runner and finish tidying up the examples, I will create a new alpha 1.1 release! I don’t know if I will ship the project yet, I don’t think I have enough hours and I kinda want a bigger payout xD

that’s it scooby gang. please like and subscribe and make sure to share this devlog to every family member in your vicinity! That also includes your grandmother.

Replying to @zrl

0
3
Open comments for this post

1h 46m 10s logged

Calamity engine devlog 1

Because of a lot of internal changes (i.e. multi-window support), the node-tree example broke :(
Saving and loading sprites and textures was broken however i got it working again! Saving and loading any physics shape was also broken but now it’s also fixed!

(i still have to fix loading for animated sprites/animations which will also be a pain in the bum bum but it is what it is…)

Changes that occurred between Flavortown and Stardance

  • Added multi-window support
  • Started working on 3DS support (wasn’t able to finish in time unfortunately)
  • Added collision detection signals to every physics body
  • Added mouse hover detection signals to every physics body
  • Made an example project of a button
  • Added tracy support
  • Added some QOL functions, such as lookAt() on Transforms
  • “Fixed” github runner that compiles the website (it’s still broken 😭)

Goals with development

Primarily, I want to ship a more definitive version of Calamity Engine. I want to expand to more platforms, add networking, improve audio, add a ui library among other smaller things.

Instead of one big release (alpha 1.0), i will probably be splitting ships across smaller releases (i.e. i want to release an alpha 1.1 version when i’m done with some smaller fixes and physics additions).

When all of my goals are achieved with Calamity Engine, I want to work on a separate project that uses Calamity Engine - a cross-platform Navidrome client! I’ve always wanted to use my PSP as a music player but because I can’t be bothered to keep updating my playlist/redownloading music, I never got around to it…

I also want to remake simulator canalizare 2019 in Calamity Engine and ship it to whatever platforms my engine will eventually support (technically, PS2 support is possible! Cross platform support really depends on how good the homebrew SDK’s are though. For each and every platform I want to get Calamity working on, I basically have to port spdlog, cereal, fmt and box2d myself unless i get really lucky and there are already maintained packages for all of those like on the PSP.)

Calamity engine devlog 1

Because of a lot of internal changes (i.e. multi-window support), the node-tree example broke :(
Saving and loading sprites and textures was broken however i got it working again! Saving and loading any physics shape was also broken but now it’s also fixed!

(i still have to fix loading for animated sprites/animations which will also be a pain in the bum bum but it is what it is…)

Changes that occurred between Flavortown and Stardance

  • Added multi-window support
  • Started working on 3DS support (wasn’t able to finish in time unfortunately)
  • Added collision detection signals to every physics body
  • Added mouse hover detection signals to every physics body
  • Made an example project of a button
  • Added tracy support
  • Added some QOL functions, such as lookAt() on Transforms
  • “Fixed” github runner that compiles the website (it’s still broken 😭)

Goals with development

Primarily, I want to ship a more definitive version of Calamity Engine. I want to expand to more platforms, add networking, improve audio, add a ui library among other smaller things.

Instead of one big release (alpha 1.0), i will probably be splitting ships across smaller releases (i.e. i want to release an alpha 1.1 version when i’m done with some smaller fixes and physics additions).

When all of my goals are achieved with Calamity Engine, I want to work on a separate project that uses Calamity Engine - a cross-platform Navidrome client! I’ve always wanted to use my PSP as a music player but because I can’t be bothered to keep updating my playlist/redownloading music, I never got around to it…

I also want to remake simulator canalizare 2019 in Calamity Engine and ship it to whatever platforms my engine will eventually support (technically, PS2 support is possible! Cross platform support really depends on how good the homebrew SDK’s are though. For each and every platform I want to get Calamity working on, I basically have to port spdlog, cereal, fmt and box2d myself unless i get really lucky and there are already maintained packages for all of those like on the PSP.)

Replying to @zrl

0
359
Open comments for this post

29m 25s logged

calamity engine will resume development on stardance

calamity engine will resume development on stardance

Replying to @zrl

1
2239

Followers

Loading…