So yea a little bit delayed with this one, but i have my reasons, first of all it’s been an interesting year, with a lot of ups and downs, while i didn’t accomplish much of what i wanted to do i did get a few things done anyway.
- i got my toolkit out the door and up to github (check the latest tutorial series for that), i also got a lot of coding done after that, in fact i have spent on average 1-2 hour coding it every day since the last ludum dare.
- I recently switched to visual studio 12 (which at the moment is the most recent one), i can only say good things about it, it even has a great git interface.
- I also switched to c++11, i even got a new c++ book “The c++ programing language” by Bjarne Strousturp and as a consequence i have been rewriting a lot of code to make it as modern as i can, and honestly my code has gotten a lot less buggier, i haven’t had a single buffer overrun in two months since i switched to using vectors for a lot of stuff.
- I wrote two games for Ludum Dare “the escape” and “grid war” and i hope to continue doing that. Read more »
In this part we will discuss the various tools regarding textures and shaders but i will also touch a little on the “math” library which is not really a math library but rather a collection of small neat little helper functions, a lot of which i have written over the last 15 years and still use pretty regularly.
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The basecode is the real glue between your system and the your project itself, the goal is to never expose system specific code to your project.
Sadly i wasn’t able to get the momentous task to include things like device input (keyboard,mouse gamepad, joystick and such) or any networking started for version 2 of my basecode, but is in the planning stage at least.
The goal of this specific tutorial is to get a single blank project up and running in at least visual studio 2013 express, but with little or no actual graphics code running (except for glClear), in short we will be replicating the zeobase2_blank project that already exists in the codebase, but it does apply to all projects.
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So its finally here version 1.0 of the GLZ toolkit, in these tutorials i am going to describe how it works is some detail.
I will do this in several parts
1. installing (this page)
2. GLZ basecode and starting up a blank project
3. textures, shaders, math and stuff
4. text and other 2d stuff
5. geometry generation
6. future and how to help
Now keep in mind that the entire project and especially the basecode was written in VC++ 2013 for windows and i am using more and more c++11 features, but the toolkit itself should be cross platform (using the latest compilers) and with any luck other platforms will be added in the future.
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So it’s that time of the year again for a little gift, this time its the first 3 parts of 6 of my toolkit tutorials which are all going to be released before the new year.
I was originally planning to release the next 3 as well but, i have been doing a lot of rewriting to the 2D part of the toolkit so it will have to way a little bit.
I just recently did another LD48, so look forward to that as well pretty soon along with another little surprise.
I will talk more about it in the state of the bang next week.
This years E3 as many of you already know was pretty massive, not one but two new consoles, sure they where previously revealed but still pretty exiting.
Now i didn’t do a E3 predictions this year, it was partially because i already done so many about the next gent, they are being pretty tight lipped this year and we already knew a lot of the launch titles and other details comming into E3.
So here are my thoughts on E3 this year
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So yea normally I’m sitting here coding away, but yesterday was a bit special with microsoft having revealed their new console which according to the gametrailer promo only happens twice a decade.
But this console i have to say did not amaze me, atleast not yet as they kinda glossed over a great deal of things.
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So yea i am doing one more of these again and it’s starting in about two hours from now, i am going to update this page as i go as well as tweet it, but first things first.
1. last time didn’t go that well, i came almost last out of several hundreds of entries, so i somewhat limiting my scope this time, it’s going to be entirely 2D for starters and not use physics anymore complicated than what was used in super mario.
2. I am using this toolkit, it’s a somewhat updated version of the previous one and adds a few things i need for this game, like the ability to load a texture into cpu memory instead of gpu, and generating a x by y grid of sprites.
I am pretty sure there are going to be more things added as i go.
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Welcome to my first annual (and possibly only the the way i keep changing this) state of the bang in where i talk about what happened and my thoughts on what i like to do in the future.
So first off i finally participated in Ludum Dare, it’s a insane competition in where you have to make a game in 48 hours, do i need to say that it was sort of a failure for me, but i did learn a bunch of things about what my toolkit really needs and a few other things, like proper preparation and smaller scope. Read more »
Lately i have been seeing a lot of articles on N4G claiming that either the next generation console graphics will be the same as it’s now, that nothing can beat the halo 4 graphics, that the next generation is not really necessary, and that a game already had next gen graphics, all of which are complete and utter bullshit, but im not going to stop there, instead lets wade trough the knee deep cesspool of video game journalism while wearing the boots of “well duh” and some kind of sanity based breathing/filtration system. Read more »