PGE Driver – upcoming olc::PixelGameEngine game

PGE Driver is an arcade style racing / death-match game where the aim is to win – by any means necessary! With nitro boost and heavy machine guns at your disposal, along side pre-race upgrades such as engine power, tyres, and armour – the choice really is yours… Win by being the fastest, or the deadliest, it’s your call.


What started as merely a theme to accompany an exercise in code discipline, ended up blowing out to a fully featured game which so far has spawned 3 olcPGEX extensions for sprite handling, camera tracking, and sprite animation. Not to mention a fully customisable menu system with panel transitions and overlays.

The cars in this game are fun to drive and easy to do burnouts in, which shows off the PGEv2.xx’s ability to render many 10’s of thousands of decals on the screen at any given time and still maintain a satisfactory frame rate. By the end of a race there might be 40,000 or so skid decals on the track! This was not possible until PGE v2.0 so well done Javidx9, you’ve made the PGE a viable game engine for those of us who like the simplicity, but still need some power under the hood 😉



A playable demo is not available as of time of writing, however you can check out a short demo clip of a couple of levels and vehicles to see how the game is progressing so far…

If you are interested in the extensions of mine that were used to create this game you can check them out in the contributions folder in the github here:

https://github.com/OneLoneCoder/olcPixelGameEngine/tree/master/Contributions

Author: Justin Richards

Casting Bit Magic

Pt. 1 Binary Representation and Endianness

Introduction

This article began as an explanation of the “fast inverse square root algorithm” found in the source code of Quake 3 by id Software. While working on the article and receiving feedback I realized that I would better split the article in a small series about binary representation and the floating point type. We will begin at the basics of bit representation and ending the series with some nice bit trickery with the floating point format. The goal of the article is that beginner level programmers can understand the lower level workings of their machine. I do sincerely hope I have included enough material that also the more experienced programmer will enjoy the content. So here is the first entry!

Continue reading “Casting Bit Magic”

New PixelGameEngine Extension for Animating 2D Sprites

One of the things I struggled with when using the PixelGameEngine was using animated sprites. It wasn’t immediately obvious how to get it to work, so over the Christmas break I decided to make a concerted effort to figure it all out.

The end result was a brand new extension for Javidx9’s PixelGameEngine. So, I would like to present the olcPGEX_AnimatedSprite with a small tutorial on how to use it.

Continue reading “New PixelGameEngine Extension for Animating 2D Sprites”

Drawing many large sprites with the pixel game engine (AKA achieving parallax with the pge)

please note this article refers to the pixel game engine version 1, version 2 will have support for far more optimal large sprite rendering out of the box, however some of the information here might be interesting to others that follow. especially if wanting to do own manipulation of sprites.

Continue reading “Drawing many large sprites with the pixel game engine (AKA achieving parallax with the pge)”