Made from 100% Programmer Art
To begin, this isn’t technically an emulator, the system I’m trying to model isn’t real. This is more of a simulator, but that’s less of a catchy search word on the Internet.
Instead of writing about the game jam afterwards, I’m going to try writing about what I’ve done each day. As well as being more interesting, it might help motivate me to actually finish the jam properly.
As a challenge I thought I’d try to implement the Minimum Spanning Tree algorithm, and have a play with it. My code is based off the excellent Coding Train video on the same topic which you can watch here.
This week I took part in the One Lone Coder 2019 game jam. The theme of this was “destruction”… My entry was started Friday, a mere 48 hours before the deadline.
Between the 9th and 16th August 2019 I took part in the Godot Wild Jam #12. Let’s go through what it was like, and the things I learned this time.
It’s been a long time since I entered a game jam, the last ones being the One Game a Month jams back in 2014. This one was the GMTK Game Jam 2019
Introduction Last time I explained in detail how the whole system worked. This time I will focus on the component system, as it is quite complex.
Game controllers on computers are somewhat irritating to manage compared to a console. Has the user plugged in an XBox controller? A PS4 controller, or have they obtained some random USB controller they found on eBay?
Straight forward instructions on how to rearrange algebraic equations, all wrapped up in a nice free PDF to download. Don’t fear maths or algebra again!
Introduction This is going to be the first part in a continuing series where I try to explain how and why I’m creating my own game engine using C++ and the SDL library.