I have only ever used Gamemaker studio, but am intrigued by the concept of making a game for the WOWCube. I would like to know what game engines the WOWCube supports so if Gamemaker isn't an option I can find a similar alternative.
I am working on something, but in fairness Pawn is a difficult language and a lot of people here are used to developing with engines like Unity or Godot. There’s also an issue with rendering I ran into along with float math not being supported (I’m not sure if this was with Pawn, but I switched to fix point). I was able to get a simple game up and running for testing though. I’m still reading through the docs, but I want to say I think this is a really interesting design and I love stuff like this that changes the way you play games.
Also a rendering issue for the SDK I ran into, but it may be my code.
Local test path across MID 0 → SIDs 0 → 1 → 2
```PAWN
public ON_Render()
{
for (new faceId = 0; faceId < 3; faceId++) {
new sid = SELF_ID * 3 + faceId;
GFX_setRenderTarget(faceId);
GFX_clear(0xFF000000);
// Draw cities
if (sid == CITY_FACE) GFX_drawRectangleXY(90, 210, 60, 20, 0xFF00FF00);
if (sid == ENEMY_FACE) GFX_drawRectangleXY(90, 10, 60, 20, 0xFF8888FF);
// Draw any missile currently at this SID
for (new i = 0; i < MAX_MISSILES; i++) {
if (!Missile[i][2]) continue;
if (Missile[i][3] == sid) {
new localY = Missile[i][0] % 240;
GFX_drawRectangleXY(120, localY, 6, 10, 0xFFFF0000);
// Debug
GFX_drawTextXY(10, 10 + i * 12, 100, 0, 0, TEXT_ALIGN_LEFT_CORNER, 0xCCCCCC,
"M%d y:%d SID:%d", i, localY, sid);
}
}
GFX_render();
}
}
// Movement
public ON_Tick()
{
for (new i = 0; i < MAX_MISSILES; i++) {
if (!Missile[i][2]) continue;
Missile[i][0] += MISSILE_SPEED;
new seg = Missile[i][0] / 240;
if (seg >= PATH_LENGTH) {
Missile[i][2] = false;
LOG_w("M%d impacted CITY_FACE!", i);
} else {
Missile[i][3] = MissilePath[seg];
}
}
ON_Render();
}
```
Visuals must be local to the MID’s assigned SIDs?