I've gotten myself into the bad habit of procrastinating on my game project by working on Otter some more!
I just pushed another wave of updates on the journey to the big 1.0.0.
* Text and RichText's rendering positions have been changed. The default origin will now be the top left most position of any text, instead of allowing for "bleed." This should make it simpler to deal with.
* The Tilemap class got a few updates including a performance boost for clearing tiles, and a final pass on tile layers. Everything in the Tilemap class should now be usable as intended.
* Documentation fixes and updates across the board.
* Debugger has been updated to adjust for the Text updates.
So at this point I think the only thing that's left is fixing whatever bugs come up. So if you hit any bugs in any point in Otter then please let me know on the forums!
Things are moving along for Otter, my SFML.Net based game making framework!
I pushed a lot of changes this week that is bringing it closer to the big version 1.0. I overhauled a lot of the code in the Graphics classes, fixed some bugs, and updated all of the documentation for mostly everything. I also went through and cleaned up a lot of the code and organized it into nifty regions.
Right now my plan is to just keep testing things for awhile yet to make sure there's no crazy show-stopping bugs before I publicly announce to the world that it's officially version 1.0. Some of my recent changes have not been tested that thoroughly yet, and there have been a few bug reports popping up that I've been fixing up, so I can only imagine there are more bugs lurking in the shadows.
As far as sprite batching goes, I decided that I'm holding off on official sprite batching support until after version 1.0. There is some stuff set up in the back end of things to turn on sprite batching, but there are a handful of bugs that need to be resolved first and I don't think I'm going to be able to get them squished quickly enough. Aside from that, my performance tests seem to indicate that sprite batching isn't really that helpful anyway.
If you're using Otter and encounter any bugs, you can let me know on the forums or directly on the BitBucket issue tracker.
Sorry for the total lack of posts over the past week. I guess I have gone into a heads-down mode for the updates I've been working on for Otter.
About a week and a half ago I went in and tore apart a lot of the code for Graphics and the sub classes. This resulted in rendering being totally messed up for awhile as I tried to figure out a good way to batch sprites using common SFML RenderStates.
So far this seems like a fruitless effort, as even when I have basic sprite batching working the performance remains exactly the same. If anything right now the bottleneck for rendering just seems to be iterating through all of the entities to render, so for now I'm going to hold off on officially supporting sprite batching until version 1.1 or higher.
I did make a pretty big breakthrough on Sunday and finished the last of the collision detection functions. The last ones on the list were all using the PixelCollider class. Some of the functions could be optimized better, but for now this will work for a version 1.0 release sometime in the near future. I don't imagine seeing the PixelCollider class being used that much anyway.
For the time being I'm going through every single class now and organizing it and documenting it (if I haven't done so already) Soon Otter will be a very neat organized package of code all set up with fancy regions and comments. Then that will bring me to the beta of (hopefully) version 1.0. If nothing goes horribly wrong, I would image Otter will be at 1.0 status in a few weeks!
It's not as exciting as working on an actual game, but there were some things lurking in the shadows of Otter that I needed to address before they came back and bit me later. Thanks to everyone that has been finding bugs and suggesting things for Otter! It's pretty awesome and terrifying to know that people out there are using the engine.
Hi! I'm Kyle Pulver, and I make video games most of the time in Seattle, Washinton. Here you will find my thoughts, games, websites, doodles, and other stuff like that.
If you want to get a hold of me leave a comment, check out my email at the bottom of the page, or just tweet at me. Thanks for stoppin' by! You're the coolest.