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Devlog
0.6.1a voxel manipulation
August 18, 2021
by
Pixel Fist Games
0.6.1a: - Block now contains an onDamage and onBreak method. - Block now has a breakable boolean and a health double. - VoxelMap now contain a damageBlockAt method. - VoxelMap now contains a getBlockA...
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0.6.0a VoxelMap Visuals
August 16, 2021
by
Pixel Fist Games
0.6.0a: - Added VoxelMapRenderSystem to render VoxelMaps - Chunk is now abstract and contains the abstract generateBlock method. - VoxelMap is now abstract and contains the abstract generateChunk meth...
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PFE 0.5.2a
August 08, 2021
by
Pixel Fist Games
0.5.2a: - Added getBlockAt method to VoxelMap. - Added parameters to VoxelMap constructor for map, chunk, and block size. - Created FileManager class to handle files. - Finished VoxelCollisionSystem,...
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PFE 0.5.1c
July 31, 2021
by
Pixel Fist Games
Changelog: 0.5.1c: - Added a getSimpleRunnable method to pxlfst.core.util.loop.Loop which doesn't do staggered looping. - Added a boolean parameter to the constructor of pxlfst.core.util.loop.Loop to...
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PFE 0.5.1b
July 31, 2021
by
Pixel Fist Games
Changelog: 0.5.1b: - Gutted pxlfst.voxel.Block of it's unnecessary variables. - Added a texture parameter to pxlfst.inventory.inv.EItem's constructor as it was passing a test texture previously. - Add...
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Starting your engines
July 29, 2021
by
Pixel Fist Games
In order to start the engine, we first need to make a class that extends World (main.core.univ.world.World). We've called this one GameWorld. Then, make a class that extends Screen (main.core.vis.Scre...
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