Uploaded July 2021 | Updated September 2026, 2 hours ago
The Excel model has been updated to use functions I created that are accessible via a DLL (called an XLL) coded in C.
You can find the documentation to create your own XLL here: docs.microsoft.com/en-us/office/client-developer/excel/welcome-to-the-excel-software-development-kit
I plan to upload the code / model + XLL at some point later this week. Watch this space.
Hope you enjoy!
The Excel model has been updated to use functions I created that are accessible via a DLL (called an XLL) coded in C.
You can find the documentation to create your own XLL here: docs.microsoft.com/en-us/office/client-developer/excel/welcome-to-the-excel-software-development-kit
I plan to upload the code / model + XLL at some point later this week. Watch this space.
Hope you enjoy!








![2D Game Engine in C++: [9] Bounding Boxes
This video demonstrates the inclusion of bounding boxes into the game engine. This is the first of a series of controls that will allow for viewing how various items are being represented in the game world.
I anticipate that there will be a number of uses for these controls, most obviously when setting up and testing collision detection. This particular switch allows me to get a sense of whether sprites are moving around the screen exactly as intended.
Its more difficult to see, but there is also a switch used for pinpointing where light sources exist. You may notice small yellow pixels at various points in the video in the middle of the torches, representing light positions. This helped me debug the issue I had in the previous video.
This video also displays a bit of new art. It definitely takes a lot of time to put together any new art assets, as Im no artist!
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++: [9] Bounding Boxes](https://i.ytimg.com/vi/ZSL4Ky4xVYo/mqdefault.jpg)

