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Mumumumu

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A member registered Feb 26, 2017 · View creator page →

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I'm sorry it took me so long to respond but I really am thankful that you've written such a detailed reply!! It's interesting to see how youve approached it

Hey, I'm curious about how you handle collisions in your engine. If there's a devlog you've written on it I might have missed it?
Are characters AABBs? I don't know if this is 100% accurate but I'd heard that Quake used (discrete?) ray intersection tests against Minkowski summed geometry. Is this the same as what you're doing? 

I realised youre probably using DirectX instead of OpenGL so it might be a little more complicated 😅

It shouldn't be too difficult to port your input and windowing code to use SDL2. It's just a platform translation wrapper, so you can keep the same codebase and you should be able to compile to Windows, Mac and Linux without really changing much in your build system.