I continued to program the TextureMind Framework and I'm pretty happy with the result. I wish that this framework will give me the chance to increment the production of my software and to save most of the time (because I don't have it). People told me many times to use already existing frameworks to produce my works, and I tried. Most of them are not suitable for what I want to do, or maybe they have issues with the licenses or simply I don't like them. I want to make something new and innovative, and I feel like I'm about to do it. Let me say that the serialization is a master piece. You can program directly in C++ new classes with a very easy pattern, save and load all the data into four formats: raw (*.raw), interchangable binary (*.tmd), human readable xml (*.xml) and json (*.json).
Version 1 (29/10/2017)
- Custom set of classes to handle objects and containers (vector, list, map, multimap)
- Serialization with 4 formats (xml, json, raw and formatted binary) optimized for speed
- Threads, mutexes, semaphores, atomics
- Integration with TinyC library to build and execute Just-In time code
- Custom memory allocation methods to trace leaks and optimize fragmentation
- Full set of methods to handle streams into files and block of memory
After thinking for a long time, I decided to produce the 5th edition of GemFinder using the brand new CJS framework. It's still a project in its infacy but I'm pretty sure about the new features that this program will have (if you like the genre, this is going to be amazing). The huge news is that the software will be crossplatform and totally programmable in it's main components: screen capture -> image analysis -> decision maker -> input repeater.
It works exactly in this way:
- Each component implements a default algorithm to make the program work. If you use the default component, you have to do nothing at all.
- If you are a software developer, you can change the internal code with a JIT language and save the source code in the configuration file. Like a shader, you don't need to build the source code.
- The JIT language is basically C and allow you to dynamically link an external library, so you can implement your own algoritm in another existing language (using directx, opengl, opencl...).
- You are not forced to reprogram all the components by scratch, so you can change only the components you want to.
When i was a little kid I remember that i really wanted to create a Super Mario Bros game for the amstrad cpc 464. Now that I am 33 and I work as a software engineer I asked myself: why don't you make your old dream come true? :) Finally I found the time to create a demo with the famous first Level 1-1 of Super Mario Bro:
The horizontal hardware scrolling needs a double buffer in order to get an accuracy of 4 pixels. The demo runs on original Amstrad CPC 464 speed emulated by Caprice. It is pretty fast and can loop horizontally with a limit of 512 tiles meanwhile the level 1-1 takes only 212 tiles. I readjusted the original smb graphics to fit a 256x192 Mode 1 with 4 colors. I really like the effect of the gray scale map mixed with the blue sky, like in the original NES game. This demo has been programmed with SDCC in C and Z80 assembly.
Copyright @ 2010 – All right reserved
Years ago I coded a 3d engine to create my own clone of super mario 64. The name of the project was Chronicle Time Quest and it never reached its final release or a version that was remotely playable. Unfortunately it was abandoned years ago for lack of time, resources and interests. However, it was usefull as coding experience and the result wasn't so bad at all, so I have decided to publish this video to show something about it.
Probably this project will be restored as soon as possible, with a new concept (probably similar to the mario galaxy one) and a totally new 3d engine. If you like this idea or the video or the concept or whatever you want, please, write a comment to let me know what you think about it. Thanks.
Copyright @ 2010 – All right reserved