
Week 01 Feedback
There are needs for making ways to demonstrate internal changes.
There were several internal changes to the Foxtrot Engine, but not many features to show as a demonstration. However, studio GooCat will find ways to display the changes in the system - an example.exe may be a good idea.
As an alternative, the sample codes to run the changes - the result will be shown on the console window - are posted below.
Added Features
- Sorted Foxtrot Data Structure files by categories.
- a. Comparing algorithms
- b. Dynamic Data Structures
- c. Searching algorithms
- d. Sorting algorithms
- e. static Data Structures
- Added items to Foxtrot Data Structures (FTDS).
- a. Dynamic Data Strucuture
- i. LinkedList
FTDS::LinkedList<int*> list; // Pushing into the list list.Push(new int (0)); list.Push(new int (1)); list.Push(new int (2)); list.Push(new int (3)); list.Push(new int (4)); // Getting the size of the list size_t size = list.Size(); printf("Size : %zu \n", size); // Peeking the data at the index pos printf("Elements : "); for (size_t i = 0; i < size; ++i) { int element = *list.Peek(i); printf("%d ", element); } printf("\n"); // Clearing the list - memory deallocation while (!list.IsEmpty()) { printf("Popping: %d\n", *list.Back()); delete list.Back(); list.Pop(); }
- ii. CircularStack (Actually, this needs some bugfixes)
- a. Dynamic Data Strucuture
- Added Components
- a. Text Renderer based on tilemap
- Added Behaviors derived from class Component.
- a. Added CollisionEvents functions to base class Behavior
- i. CollisionEnter
- ii. CollisionStay
- iii. CollisionExit
- a. Added CollisionEvents functions to base class Behavior
- Removed obsolete mDrawOrder from class Component.
- a. The D3D11 Z-buffer already does the same job.
- a. The D3D11 Z-buffer already does the same job.
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Stripped the suffix “Component” from the name of each Components.
- Revised ResourceManager key.
- b. VALUE_NOT_ASSIGNED is set to 0, not -1.
- b. VALUE_NOT_ASSIGNED is set to 0, not -1.
In case you don’t know what I’m working on…
Foxtrot Engine 2D is a 2D game engine based on DirectX 11 for Windows. It includes Foxtrot Editor which allows users to create & modify scene data, and Foxtrot Engine which executes the produced game based on those data. Scene data are stored as a “.chunk” file, which is a file structure that describes the game data and the required resources. Foxtrot Engine has been developed by JungBae Park from GooCat Studio for the game in development, “SPARED”.