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Calamity Engine

  • 2 Devlogs
  • 2 Total hours

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

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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

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29m 25s logged

calamity engine will resume development on stardance

calamity engine will resume development on stardance

Replying to @zrl

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