Uploaded December 2018 | Updated September 2026, 1 hour ago
A video in a series, including my OLC 2018 Game Jam submission, Dungeons and Flagons! See the itch.io submission here: s0lly.itch.io/dungeons-and-flagons
Light sources (e.g. Torches) now generate shadow casting and therefore do not bleed through walls (at least, most of the time!). It's adds a nice visual when other light sources are moving around the scene. Still needs some work through, the light does get through wall edges at times and I need to generate more wall edges outside of the player's view.
The game is now running a bit slower so I'll need to do a bit of optimising too.
I still want to do the following major updates:
- add in a Save / Load system
- ability to fight Skeletons - this needs some AI work!
- address the overlap (or lack thereof) between items & walls - looks a bit silly
I will release all code on GitHub once I've finalised the full game.
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
Shadow Casting algorithm inspired by javidx9 with this brilliant video: youtu.be/fc3nnG2CG8U
Thanks to Eric Skiff (ericskiff.com/music) for his amazing music! Using the tracks "Come and Find Me - B mix", "Come and Find Me", "Ascending", and "Digital Native".
A video in a series, including my OLC 2018 Game Jam submission, Dungeons and Flagons! See the itch.io submission here: s0lly.itch.io/dungeons-and-flagons
Light sources (e.g. Torches) now generate shadow casting and therefore do not bleed through walls (at least, most of the time!). It's adds a nice visual when other light sources are moving around the scene. Still needs some work through, the light does get through wall edges at times and I need to generate more wall edges outside of the player's view.
The game is now running a bit slower so I'll need to do a bit of optimising too.
I still want to do the following major updates:
- add in a Save / Load system
- ability to fight Skeletons - this needs some AI work!
- address the overlap (or lack thereof) between items & walls - looks a bit silly
I will release all code on GitHub once I've finalised the full game.
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
Shadow Casting algorithm inspired by javidx9 with this brilliant video: youtu.be/fc3nnG2CG8U
Thanks to Eric Skiff (ericskiff.com/music) for his amazing music! Using the tracks "Come and Find Me - B mix", "Come and Find Me", "Ascending", and "Digital Native".







![2D Game Engine in C++: [1] Adding Sprites
This is the first video documenting the making of a 2D Game Engine for use in my next series of games. These games will likely be a relatively wide array of 2D game types, so the engine needs to have a bunch of features to handle different situations without too much in the way of modification.
This first video shows the first step: drawing a single sprite to the screen, allowing for rotation and scaling of a single object around the centre of the screen.
This is actually my second try at a 2D game engine. The first game engine was great - but only as a first attempt. I learned a lot from the approach that I used, including making a game called AstroVoids -
but the key lesson was that of how not to do things, as the performance was very poor. This is because I was effectively using a per-pixel raycasting type approach on all screen pixels. I believe that the approach that Im using here is far less CPU intensive. Only time will tell!
I will release all code on GitHub once Ive finalised the engine - and have nice looking code to boot!
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili! 2D Game Engine in C++: [1] Adding Sprites](https://i.ytimg.com/vi/d3LCJHOqBZg/mqdefault.jpg)


