In this lesson, we bootstrap some game engine systems and provide an entry point to our client applications.
By the end we have a fully functional window system and a functional basic game loop in our game engine.
Next lesson, we'll be adding Vulkan to our project and clearing the window to a colour! (Exciting stuff!)
Repositories:
https://github.com/mauville-technolog... - client application
https://github.com/mauville-technolog... - Engine
Interested in further learning? Checkout these sources!
Game Engine Architecture: https://amzn.to/3yP6A1Z (affiliate)
Game Programming Patterns: https://amzn.to/3c0trxR (affiliate)
The Cherno - Entry Point: • Entry Point | Game Engine Series
Chapters:
0:00 Intro
1:10 Entry Point
4:00 Main Game Class
9:25 Window System
19:05 Main Game Loop
24:00 Extensible Update Functions
27:10 Customizing the Window
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Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
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GET GODOT DRAGONBONES HERE (Windows, Linux, Mac):
http://godotdragonbones.com
Godot-Dragonbones module included with this build of engine:
https://github.com/mauville-technolog...
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.