miniDooM: Sexy Screen Management

So, save some final polishing, seems like I finally have a satisfactory screen manager, one that handles switching between full-screen and window mode smoothly, manages different display devices and compatible screen modes, and even makes coffee!

Ok, I might have exaggerated a bit on that last one.

For those who don't know, I'm somewhat obsessive-compulsive when it comes to base class development. I want a program's infrastructure to be elegant and robust enough to allow for both easy maintenance and future modification... Which of course means I tend to be rubbish with deadlines.

Now the next step is to finalize the input management classes (Keyboard, Mouse and Gamepad), and then I will be ready to throw some sprites into the mix and try to have something move along the screen.

On other news, I'm considering using an actual normal mapping on the game's sprites to get a more flexible lighting solution. The trouble would be to keep the cel-shading style I'm aiming for, and keep processor load down too.

Well, I guess I'll see once I have a running interactive system and start experimenting with the rendering.

No comments:

Post a comment