V 0.0.1 Beginning Programming!
Camera and World
After studying around and messing with OpenGL (ES) 2.0 for a while, I finally started working on the game! (Notice, this is my first time working with OpenGL (ES) 2.0, however, I have some experience working with 1.x) So the first thing I have done, was setting up a world! Now… whats the point of having a world… if you cant see it?! So luckily, the android platform has a “Matrix” class, which does Matrix camera calculation for you, which helps a lot!
The “Game Object”
So, Next up, I needed something to present in my “amazing” world, which is basically like a blue sheet of paper for now…. 😛 So to test out my camera, i made an object, and how original, I chose to call it “Game Object” since its an object…. in a GAME!! now the Game Object was a challenge, I had to map the coordinates of the object, both Texture and World coordinates, so the person playing wouldn’t see the character upside down or deformed in any way, so after making sure everything works with a static texture, I also made some functions to make the static texture dynamic, and able to change the position of each object. Once the texture is dynamic, I can make animation work, and running different images for different poses of the player of enemies!
So after we set up the first camera, set its dimensions, and made it 10 units tall by 20 units wide, I created a texture loading function, now what it does, is taking a simple png file, and “breaking it down” to pixels, and when we have the pixels ready, we re-draw each pixel in its certain position in the a 2D plane object using its UV coordinates which are its coordinates on the plane.
So all I did today was setting up the basics which are the world, camera, and a basic plane to be presented on screen.
I didn’t go much in depth with everything because there is a lot to talk about, if there is any kind of tutorial that you guys want, just leave it in the comments or email us directly at Games@isolatePixel.com