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EtienneBruines opened this issue Apr 10, 2016 · 5 comments
Open

Tutorials #8

EtienneBruines opened this issue Apr 10, 2016 · 5 comments

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@EtienneBruines
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The tutorials now consist of:

  1. Foreword (setting up Go environment, explain what we're going to do)
  2. Hello-World (first window in engo, first static entity (like the "hello" demo)
  3. First-System (first user-written system, the basic MouseSystem, keyboard)

I am thinking about creating tutorial 4 tomorrow, which will be about the CameraSystem and a little bit more about the MouseSystem. It will allow them to move around in their world, and click on their cities.

The tutorial after, might be something about the HUD / Z-Indexes. We might open some kind of HUD-like information panel whenever they click on a city, displaying information. They would see that the HUD is static and doesn't move with the camera, which is nice.

This issue is to come up with ideas for additional tutorial-posts. And perhaps discuss which shall be made first, and which would be better if we waited.


Planned:

  • CameraSystem + MouseSystem continued
  • HUD / Z-Index

Ideas so far:

  • AudioSystem with sound effects / background music?
  • Custom shaders (I feel like I'm not the right person to teach someone else about this - up for grabs? )
@EtienneBruines
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An additional idea might be a tutorial about custom (user-defined) shaders. We allow them via the renderComponent.SetShader function, but that does require a lot of additional explanation.

We also might want to revisit our shader-hierarchy before writing a tutorial about it. Or better yet, we might want to use the tutorial in order to find out what's best for our shader-hierarchy.

I don't know much about OpenGL / Shaders yet, but I do know the engine inside out, so I might be able to help with that part.

@paked
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paked commented Apr 10, 2016

👍

@novembrea
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Amazing work, guys. Stumbled across a renamed func early in the tutorial, probably slipped unnoticed.

>01-hello-world
texture, err := common.PreloadedSpriteSingle("textures/city.png")

It has been correctly referred as LoadedSprite in the explanation, but the code block still uses old name. Cheers.

@otraore
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otraore commented Sep 19, 2016

Thank you for spotting that @nvma fixed in c5ba5a8

@ghost
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ghost commented Apr 10, 2020

Hello guys,

you have been doing a great job with the engine, the website and the tutorials. Just a question, is the tutorial still in development?

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