My name is Brandon and I am soon to be a junior attending
the University of Massachusetts, Lowell
for Computer Science. I have been practicing
Java for ~5 years and C++ for ~2 years.
I work with Win 10, Ubuntu 16 (and sometimes Arch).
Each uses virtual box to boot the other physically.
I am decent at batch / bash scripting and am in love
with Makefiles on Unix machines.
I have not used QT before, but I am picking it up.
I do have to learn more about the macros, build-system, and linking.
I have QTCreator and its very use-able.
Tiled literally got me bootstrapped when I wanted to learn
about game development. I have used tmx runtimes from
and have written and parsed both Xml / Json notations with
I would love to work on:
*- Wrappable, Orthographic tile drawing
*- Wrappable, Isometric tile drawing ( may need help with isometric )
- Save tile by overwritting spritesheet file (png) at correct x, y, width, height
- Support Create spritesheet from scratch functionality.
- Palette import, save, edit
.pal is encoded using this scheme
unsigned m = #colors
[File begin] m | c | c | ... | c[m-1] | '\0' [File end]
- Adding GLSL shaders to specific layers under layer properties ( or even globally )
- dynamic uniform passing from tiled to shader so that parameters can be tweaked ( e.g. "blur-amount = 16" ) on the fly.
- shadow, blur, sharpen, 'cartoon' shaders are freely available... find standard GLSL 150 implementations to distribute to 3rd parties
- Allow plugin packs to come with uniquely named shaders that become available to the users
- implement this built-in property in the most popular, open source, tmx runtime.
- (using a cached spritebatch, as most of them already do)
What I want to learn:
- The ins and outs of Qt's library, build system and linking
- The ins and outs of Qt's rendering pipeline
- To understand the plugin interface you have developed
- If it is possible to pass a configuration pointer (pointer to map obj) to plugins during runtime to extend plugin functionality
- How to write my own plugin
- Cross-platform C++ development, multi-OS debugging.
- How to work with an open source community to deliver my skills to the features that matter to that community the most.