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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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 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 »
So im going to take part in LD48 #24 which will be interesting, but in order for me to do so i need to quickly release the toolkit i am going to use and that i hinted at in my last post.
so without further procrastination here is a preview.
Now as this is only a preview i haven’t added a license yet so assume a basic gpl type license, basically use the code in whatever project you like and give credits where credits are due, and for now don’t redistribute, only link back here.
(graphics and models are not included in the licence and are only there for now to show how it’s done)
And while coding is done (unless some major problems show up) i still need to write proper comments and documentation, but i won’t have time to do that until next week.
Anyway back to LD48 when the compo starts 1.00 Am on Saturday i will have only 48 hours to make a game based on a theme to be revealed then, i will be keeping everybody updated here, on twitter and on ludumdare.com/compo/
So another sigraph and another openGL version, you can check out whats in it from basically any slightly openGL related website including openGL.org
I have to start with a little disclaimer that i haven’t actually tried anything just yet but anyway here are some comments Read more »
So there is a better than 0% chance that we will see the new ps4 announced at this years E3, but heres the thing, the next console cycle is Sony’s to loose, so what will it take for it to get ahead of the next xbox in no particular order. Read more »