Implemented a globally-visible bitmask of user input to be passed to worldThread during game loop
I have no I/O functions yet, so my debug and render variables are set from the command line.
Taking a few days because I want to perfect the absolute basics before I continue and get rid of any technical debt. Simple menu framework on the main thread will be the next step. Then a globally visible GameObject layer to be read by the renderer and animation systems in state INGAME
妈沫,你喜欢的金毛来了!ig:kim_taglieri
https://weibo.com/7394892032/ODn3fECNE
Source: https://weibo.com/7394892032
ARE YOU FUCKING KIDDING ME?!?! SFML had a depth-buffer, then removed it because Laurent Gomila thought that a 2D library didn't need it.
Except, you DO need it. Sometimes you need to dynamically change the orders in which sprites are drawn, especially for 2.5D games just like what this linked article is talking about.
The article below talks about a solution using OpenGL and a derivative of SFML's vertex arrays, but that seems way too complex for something that should be dead simple. This is part of the reason why SFML will never be on the same level as SDL. I only use it because I have this weird urge to be different....to my own detriment.
https://jordansavant.com/book/graphics/sfml/sfml2_depth_buffering.md
CEO Canithesis Interactive, sysadmin Worlio LLC
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UNIX enthusiast, Java / C# / C++ Dev
Old computer freak.
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I made the Firestar Mod Manager for Playstation Vita. Currently working on a danmaku shooter.
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