Gizmos and Asset Management | Cocoa Engine Devlog #11
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In this episode of my engine devlog series, I implement the scaling and translate gizmo, and add an asset management system. The asset management system works based off of simple hashmaps determining which assets are required for which scenes, that way the necessary assets can be loaded for each scene. The gizmo system I made is very simple at the moment, and just defines a few Gizmo objects that are drawn with specific sprites. Then, when the user's mouse hovers over the gizmo, it applies a tint to the sprite to indicate the hover. I plan on continuing to add to these systems, and refactor them a bit to make a solid foundation.
Source: https://github.com/ambrosiogabe/Cocoa
0:00 Intro
2:20 Gizmos in the Engine
3:50 How the Gizmos Work
7:44 Timelapse
8:02 Asset Management System
10:32 How the Asset System Works
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Website: https://ambrosiogabe.github.io/
Github: https://github.com/ambrosiogabe
Here are some books I recommend if you want to learn about game engine development more thoroughly. I do not profit off any of these sales, these are just some books that have helped me out :)
My Recommended Game Engine Books:
Game Engine Architecture: https://www.gameenginebook.com/
Game Physics Cookbook (Read this before the next physics book): https://www.amazon.com/Game-Physics-Cookbook-Gabor-Szauer/dp/1787123669
Game Physics (Ian Millington): https://www.amazon.com/Game-Physics-Engine-Development-Commercial-Grade/dp/0123819768
Game Programming Patterns (Free): https://gameprogrammingpatterns.com/
My Recommended Beginning Game Programming Books:
JavaScript Game Design: https://www.apress.com/gp/book/9781430247166
My Recommended Java Books:
Data Structures/Algorithms: https://www.amazon.com/Data-Structures-Algorithms-Java-6th-ebook/dp/B00JDRQF8C
LWJGL (Free, but I haven't read this thoroughly): https://lwjglgamedev.gitbooks.io/3d-game-development-with-lwjgl/content/
Outro Music: https://www.bensound.com/royalty-free-music
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