View RSS Feed

Recent Blogs Posts

Blog about your own personal development tales.

  1. New engine features

    What's new in the Apus Game Engine:

    Texture arrays. A texture array is similar to a 3D texture, but the array elements are indexed using integers. Texture arrays are useful for rendering objects with skins, tiles, etc. These arrays are more convenient and natural than texture atlases.

    Manual mip-maps. Previously, the engine only supported auto-generated mip-map levels. Now the number and content of mip-levels can be set manually. It's especially convenient for visual debugging.
    ...
  2. New engine release: Engine4

    Just published a new version of Astral Towers game which is built on the 4-th generation API of my Apus Game Engine (Engine4). The game works under Windows and Linux and uses SDL2 library for system management and input processing.

    The engine's revision used in this game is published at GitHub as Engine4-r1
    Tags: engine, steam Add / Edit Tags
    Categories
    Developer Diary
  3. 3D support!

    3D support has been brought into the engine! Added a couple of projects on 3D theme, including projection shadows (shadow map):
    Click image for larger version. 

Name:	shadows.png 
Views:	1991 
Size:	8.8 KB 
ID:	1568
    In principle, 3D rendering was possible in the past - the engine did not interfere with this, but did not help either (except the camera/projection helpers). Now more and more functionality commonly used for rendering 3D scenes is gradually transferred to the engine, so no manual OpenGL calls are required. Currently, there is not
    ...

    Updated 07-09-2021 at 12:13 PM by Cooler (category)

    Categories
    Developer Diary
  4. Deep C rescue

    Great caption, huh?


    Introduction
    I'm a self-taught programmer that started out with C64 BASIC back in the 1980;ies. I quickly moved on to 6502 assembler and became quite good at coding demos, I'm still impressed what a 8-bit 1MHz CPU is capable of. As a natural next step I moved on to 16-bit assembler on the Amiga (Motorola 68k) and produced a few demos there aswell. Started using C to tie my assembly routines together, and later used it as a high level language to make ...
  5. Designing In Secret: When To Reveail? Is it ready yet?

    Click image for larger version. 

Name:	RedAntLogo.jpg 
Views:	65126 
Size:	77.5 KB 
ID:	1080Hello all!

    It's been a while since I've written a blog on PGD. I thought I would at least give it a try tonight.

    I just finished a session of hacking away at my latest project, Garland's Quest. This game has actually been in productions since 2006 and boy has it really come a long way. I just wonder how it would have turned out at this time if only I had been able to work on it full time. Nonetheless, it is starting to look really good and it's ...
Page 1 of 2 12 LastLast