Uploaded July 2018 | Updated September 2026, 2 hours ago
The first steps into making a simple 2D game engine which I plan to use for my next series of games.
I've added more advanced physics - orbital mechanics - to the game engine, which will serve well for my next game idea. I also allow for the player to shoot "bullets", which was demonstrated in the AstroVoids game that I made (youtube.com/watch?v=XHo5Z-p_qWo). These bullets are destroyed on impact.
Although I've added collision detection between objects - at the moment this only works well for circles, hence all objects are circles - the next step will be to add in proper physics effects for collision detection between the player and planets.
Future enhancements that I have in mind:
- Texture mapping
- Add a second player
- Add a proper menu system
- Allow for collision detection between other types of objects e.g. triangles
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
The first steps into making a simple 2D game engine which I plan to use for my next series of games.
I've added more advanced physics - orbital mechanics - to the game engine, which will serve well for my next game idea. I also allow for the player to shoot "bullets", which was demonstrated in the AstroVoids game that I made (youtube.com/watch?v=XHo5Z-p_qWo). These bullets are destroyed on impact.
Although I've added collision detection between objects - at the moment this only works well for circles, hence all objects are circles - the next step will be to add in proper physics effects for collision detection between the player and planets.
Future enhancements that I have in mind:
- Texture mapping
- Add a second player
- Add a proper menu system
- Allow for collision detection between other types of objects e.g. triangles
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!

![Pseudo 3D Graphics Engine! [v2 - Sprite Animation]
This update allows for simple animation of sprites. This is purely a testing environment that Ive set up for a walking animation that can easily be applied to the various in-game characters. As this is my first deep-dive into creating an easy to use animation code base, Im being quite careful in setting it up in such a way that will allow me to easily update in the future.
My approach here has been to create a very simple template 8x8 sprite sheet that would have, on its two dimensions, different walking animations by different points of view. So, we have an 8 frame animation that can be seen from 8 different angles (in front, behind, from the side, and diagonally on).
The arrow on the sprite represents the direction of the sprite that the player would see, given the sprites point of direction relative to the player.
The red boxes that update once every few frames run from 1 to 8, representing the 8 different frames of animation - in this case, the animation would be walking, but Ill look to allow for different types of animation - e.g. fighting.
This seems to be working quite well. In this example, the animation routine and sprite sheet for each character can be uniquely customised - Ive simply set it to be identical in style and timing to make things a bit simpler for now. Has a strange vibe to it!
Hope you enjoy - as always, any comments or questions, please let me know! Pseudo 3D Graphics Engine! [v2 - Sprite Animation]](https://i.ytimg.com/vi/zElCAKdUlOg/mqdefault.jpg)



