Published 1. May 2010 at 1:00 am - No Comments
A Free, Open Source solution for anyone looking to make 2D games coded in C++ and licensed under the LGPLv3. Flatware combines many powerful libraries into a cohesive whole. Software libraries used in Flatware include: GLFW for graphics, OpenAL for sound, and OIS for input.
Published 1. May 2010 at 12:59 am - No Comments
Flatware is designed to be used by anyone with any skill with C++ programming, from a student just learning to an experienced professional. Flatware provides a unified set of function calls to streamline the interface with all the different functionalities required to make a game.
Published 1. May 2010 at 12:58 am - No Comments
Flatware allows a programmer to display and animate sprites, background, and overlay layers in nearly infinite combination, including complex combinations of elements such as a creature made of multiple sprites, all possible by harnessing the power of hardware acceleration.
Published 1. May 2010 at 12:57 am - No Comments
Flatware gives programmers the ability to not only play background music and sound effects, but even allows sounds that can move within the level complete with Doppler effects with multiple channels for mixing and effects, allowing for complete artistic control of your game’s soundscape.
Published 1. May 2010 at 12:56 am - No Comments
Flatware comes with a set of standard, open file types for everything within your game, such as sprites and levels and even save files, all in binary or text versions. Add to that the ability to accept input from joypads, keyboards, and mice in any combination and the power becomes apparent.
Published 1. May 2010 at 12:55 am - No Comments
Flatware offers a comprehensive physics solution complete with collision detection and basic physics such as friction and gravity to really make your game shine, whether you are making a complex platformer shoot’em up or a simple RPG.
Finally finished a more thorough pass-through my OpenGL books, and I think I’ve picked up a few tricks which will help us improve performance quite a bit. Hope to get started rewriting all of our code this Monday. First things up will be the error handler and file readers and writers, since those (along with
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Finally finished working my way through learning OpenAL. Had a bit more trouble with it than I had expected, but I think I know it well enough to get some work done. Most of the tutorials I found for OpenAL were outdated and usually expected the user to know OpenGL beforehand. Eternal Sage (who has
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