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No Game Engine Game Dev: Word Sleuth 020: Fallout from transform updates, start batch texture quads
Streamed on 2024-07-24 (https://www.twitch.tv/thediscouragerofhesitancy)
Game Engines are for sissies!
Yesterday's changes for the new transform stuff led to several points of refactoring. I made the Affine base class take ownership of rectangles, updated all of the "contains point" testing, and nothing Affine related affects the vertex buffer unless implemented that way by a child class. I also finally looked up how to pronounce Affine, so that was my learning for the day.
This refactor had everything looking pretty good. There are still some loose ends to tackle, but everything is rendering fine. At the end of the day we even scaled and rotated a spin box to prove that everything was right in the world and it was.
Then I saw the change level animations and was sad. After some debugging, we found that Rect was using int and a small incremental animation like we were attempting was accumulating a lot of error when the float was being truncated. We changed Rect to use floats and all was well with the world once more. It actually raises the question of how this animation ever worked before now!
At long last I had some time to tackle some low-hanging fruit: I put our test code into a Sandbox scene, cleaned up the About scene, and added an empty Highscores scene for later use.
With all that out of the way, it was time to start implementing batched texture quads. We copy/pasted our way through the first pass and got textures to show up on the screen in our Sandbox. Lots of work still to be done here, but we have a fulcrum to lever against now.
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