It’s been nine months since the last video update. Of course we’ve been busy working on Smith and Winston. Here is the latest video:
- Depth of field effect to soften the distant voxels.
- Complete change of enemy and weapon strategy to bring the …
I need to preform a query of the game world to find all Game Objects within a volume. Preferably a sphere but any convex shape would be good. I struggled with this for a few hours before realising it’s actually pretty easy. Bullet Physics is amazing but sometimes simple …
Came across an interesting feature/artifact of using LuaJIT today.
In Smith and Winston we use the bit package that LuaJIT provides to flag and mask collisions. The types of collision (for example world, bullet, vehicle) were hard coded on both the engine and Lua side. Today I moved toward …
I posted most of this to TIG Forums but thought I’d reproduce it here for people that don’t want to read a forum.
Smith and Winston is a twin stick shooter for Win, Mac, Linux and PS4.
S&W is Inspired by Ikari Warriors and Heavy Barrel, two …
I’m currently writing an editor for our next game. We’ve used many tool in the past (Blender, Tiled & Mappy) to make games but we thought it was really time to invest in our own code base. This was heavily influenced by the great experience we had using Unity3D …
I evaluated Unity3D for a few months before deciding NOT to use it. It’s a really, really great tool and it was a tough decision. Ultimately I felt like there was more resitance to steady progress using Unity3D over extending/upgrading my own code. Here is a rough guide …
If you want to cut to the chase you can download the code here.
This isn’t a very well written blog post, it’s more of a dump of my thoughts as I tested out LuaBridge and didn’t get to trying out OOLua.
Once again I am starting …
After working with Qt5.x for a few months and really starting to enjoy the flexibility of
QtCreator I decided to try using CMake to build
After turning on
C++11 a few weeks ago I found that
QtCreator debugging became more difficult as …
When you load a vertex and fragment shader in OpenGL you need to pass in data such as the current viewport transform, camera transform and lighting data. You do this via
Each of these Uniforms is addressed via a location which in true OpenGL style is a
Why pack textures/images?
If you’re making a game then it’s more efficient to tell the hardware:
1 2 3 4
use packed texture 1 draw primitive 1,2,3,4,5,6 use packed texture 2 draw primitive 7,8,9,10
1 2 3 …