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  1. Dragon Quest's 25th Anniversary

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ID:	392Well it's officially been 25 years since the birth of one of the greatest series in history that inspired nearly every current-day aspect of the modern RPG. Square Enix is making a big deal of their accomplishments and releasing the original 3 Dragon Quest games for the Wii's virtual console. Unfortunately, they seem to be doing so only for the Japanese public as nothing has been announced for release to the English population who has it's own fan-base.

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ID:	393Dragon ...
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  2. Documentation Live

    And in an effort to improve Prometheus documentation, dodge revision and spend bored hours on work experince Prometheus documentation finally goes live, or at least what bits of it are relevant. Find out the very familiar and in some instance annoying interface fpdoc(?) generates over at prometheuslib.sourceforge.net/Docs (and it looks to be case sensitive... Need to add a link from prometheuslib.sourceforge.net) so there now you know, we have docs available to everyone without the need to go SVNing ...

    Updated 10-05-2011 at 06:57 AM by code_glitch

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  3. PSN Still Down, Dev Tool / Language Guides

    Hey folks! Yeah the poor PlayStation Network (aka PSN) is still down and all those of you who wanted to play the latest games like Portal 2, Mortal Kombat and even Little Big Planet 2 online are Sure Out of Luck. So why not take this time to forget online gaming all-together and make a game instead?


    PSN Still Down, What I Know...

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ID:	379Having the PSN down has kinda sucked for me too. I was hoping to try Portal 2 online and even on Steam. PS3 ...
  4. What has WILL been up to?

    Well it's been a while since I've posted a blog so I figured I'd let everyone in on some of the things I've been doing with my free time. I of course have been working on my Subject 33 game once again, which I've been trying to get working on the latest version of Lazarus for Mac OS X. I've also been relaxing and playing some cool new games for my iPad which I'll list for you below, because I enjoyed doing that last time.


    Porting Subject 33 to the Mac

    Well I'll give ...
  5. Reaching the theoretical 'max' speed in opengl

    As we all know, if we could hit the max speeds of our hardware, we would be pretty happy, but we never do (zengl gets pretty darn close though)...

    Finishing particle effects let me realize this, big time. Its pretty much the same performance hit I saw when I had tiled maps and others... It got me thinking though: what if you didn't render everything everytime but say you did

    My next (current) POC idea is simple: render a commonly used frame and reuse it. Basically, ...
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