ICGL
News
Quick Update2005-2-5
As Lights Out nears completion, my game library is evolving as well. I've cleaned up the class design, and am adding features as I go along. Right now, I am improving support for running in windowed mode. The library has many features, such as resource managers, process managers for adding logic to the game loop on the fly, screen managers for swapping and overlaying game screens, and a host of other features. Its also very nice in that it has many of the essential components so that you can get the game up and running with just a few lines of code. When you start writing your game, you start right into the details that pertain to your game instead of fumbling with all the mundane issues like creating a window, setting up DirectX, and loading your bitmap into a surface properly.

In about a month I will begin documentation. I plan to release the library with source code shortly after the release of Lights Out. The documentation will be sketchy at first, but I will try to get it out in a timely manner.

My Second Project Listing, Wohoo!2003-2-10
Just wanted to post an FYI about the status of this project, to let you know about some of the cool features of ICGL. One of the coolest features is the sprite engine. The sprite engine allows you to specify where to draw things on the screen and what appears in front of what. You can move anything around, frame by frame. When its time to render the screen, the library calculates all the dirty rectangles for you and redraws the screen accordingly. No time is wasted copying images that don't need to be refreshed. It also makes palette animation and fading effects easier. These features of the library are already implemented. In fact, I've already duplicated most of the graphical elements of the original Lights Out game. Right now I'm primarily working on supporting various forms of input, such as drawing a cursor using data from DirectInput's mouse device.