Personal Projects

Project V – DirectX12 (2D)
(Updated 13th Sept 2024)

Repo Link: Soon TM!

Note: Development on this project has been halted for now. Restarting the project after significant overhaul of engine is complete (See BEngine page for details).

Lots of the starting work was to do with updating, upscaling, streamlining or generally overhauling different parts of the engine to make it more configurable in the long term. Lot of work in managing the graphics elements of the engine, as well as texture storage and access was done, with a much more scalable and customisable method of adding spritebatches and spritefonts. I’ve also added a more comprehensive suite of collision detection methods, as well as a composite collider class to utilise them. This is still a WIP as it could definitely be rounded out better.

With the project itself, some starting work as been done on several system and game elements. Some simple mock ups for the player, enemies and projectiles have been implemented, with some more complex behaviour for enemies and projectiles in the test phase (tracking projectiles/enemies, turn circles, chase on detection etc). Largest work so far has been in the external realms. To keep to a designer friendly approach, I’ve been working with Tiled as the primary level creator software. The level is created through this and then loaded by in by the project. Additional level information like spawn points, waypoints/routes, event triggers etc, will be done here. As such I’ve been working in tandem between designing a good starting level template through Tiled, and then building the loader and additional functionality on the code side.