Tagged game programming

Monogame – Working with Touch

*NOTE – This may also work on other platforms with touch as well, but this hasn’t been tested on anything other than Android at the current moment. One fundamental aspect to understand about touch and gestures is that code needs structured around the idea of continuous input. Thus, any touch recognition code should be encapsulated…

PhysicsFS/PhysFS++ Tutorial

This is a follow-up from a promise that I made in my tutorial video on designing an asset manager using SFML. That video can be found here. This tutorial is centred around PhysFS++, a C++ wrapper for PhysicsFS. For the sake of the tutorial, it’s assumed that the reader is familiar with PhysicsFS and what it’s capable of. Described here is a workflow for simple use of the library. Anything more discrete is beyond the scope and will have to be ascertained by the reader on their own accord. Lastly of note, PhysFS++ encapsulates PhysicsFS calls in a PhysFS namespace.…

Starting the SFML Journey with Fedora

I am a Fedora Fanboy. I love the distro. I will always recommend it to everyone. Despite that love, it seems like we have to cater our minds to how Fedora wants to do things. And believe me, it does things very differently when compared against Debian or any of its common derivatives. One major point of contention early on was getting used to how differently Apache works on Fedora opposed to Ubuntu. I actually prefer using Apache deployed on Ubuntu than I do Fedora. I fucking hate administering Apache on Fedora systems. That being said, I wanted to take…