Uploaded November 2018 | Updated September 2026, 1 hour ago
A video in a series, finishing with my next game, Krazy Karts!
This demonstrates my simple menu system; I'm quite happy with the results given that this is my first attempt at a menu! Many an enum were used...
I've designed the program so that larger game assets are only loaded into the game when a "race" is begun. This means that very few assets are loaded up front, meaning a very quick startup time for the application, which I quite like.
The design now allows for adding in 6 different maps quite easily, which I'll aim at doing shortly (I only have one placeholder for now). I also need to focus heavily on the game mechanics themselves, to actually turn this into a functional game!
It uses simple 2D game engine with pseudo-3d techniques: decidedly retro. I'm using a tweaked version of the one presented by javidx9; watch his brilliant tutorial here: youtu.be/ybLZyY655iY
I will release the game on itch and all code on GitHub once I've finalised the game.
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
A video in a series, finishing with my next game, Krazy Karts!
This demonstrates my simple menu system; I'm quite happy with the results given that this is my first attempt at a menu! Many an enum were used...
I've designed the program so that larger game assets are only loaded into the game when a "race" is begun. This means that very few assets are loaded up front, meaning a very quick startup time for the application, which I quite like.
The design now allows for adding in 6 different maps quite easily, which I'll aim at doing shortly (I only have one placeholder for now). I also need to focus heavily on the game mechanics themselves, to actually turn this into a functional game!
It uses simple 2D game engine with pseudo-3d techniques: decidedly retro. I'm using a tweaked version of the one presented by javidx9; watch his brilliant tutorial here: youtu.be/ybLZyY655iY
I will release the game on itch and all code on GitHub once I've finalised the game.
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!

![2D Game Engine in C++: [6] Perspective
This video expands the planes concept, allowing for corrected translation and scaling of sprites depending on which plane they exist on, creating a pretty cool sense of depth.
An example of this effect would be for clouds flying on top of the game world for a top-down game. As they would be closer to the camera, they would naturally move faster and be of different scales depending on how high up / close to the camera they are.
The Draw routine allows for all of an objects information in determining where it should be drawn, so the graphics calls are relatively simple to use in coding. Hopefully this will allow me to easily add in whatever graphics I need for my next game ideas, which will allow me to spend a lot more time on other game development concepts, e.g. AI.
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++: [6] Perspective](https://i.ytimg.com/vi/IvUYPMLZ76Q/mqdefault.jpg)




![2D Game Engine in C++: [7] Lighting
This video expands the engine by adding in lighting - something that Ive been quite interested in ever since my first attempt at lighting in my Dungeons and Flagons game.
LightSources can be owned by GameObjects, which makes for implementing lighting around the game world quite easy.
Ive also been playing around with 2D normal maps, which will be demonstrated in the next video. It makes for quite the visual effect, particularly when the depth calculations are included!
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++: [7] Lighting](https://i.ytimg.com/vi/LWs6klgHhd4/mqdefault.jpg)



