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Journal of Lee Stripp



vortxGE iPhone and iPad tests

Posted by , 31 August 2012 - - - - - - · 511 views

Okay, I have been working on the iPhone and iPad version of the engine, here is the first tests. Seems to be working fine with full device rotation etc..

The white Quad is the composite Quad that will be used to render FBOs to screen. It may not look like it but there is a lot going on inside the engine so far.

more to come...

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Back with a new focus

Posted by , 30 August 2012 - - - - - - · 695 views

Well I was ment to take off 3 weeks, but things dont always work the way we want in life :-) Its been a Year and a bit since I last posted here. I'll try to explain why. I'll keep it short....

I was a 25% owner in a new online gaming company that was looking promising until the stockmarket went into freefall, oh well life's a bitch. Company folded, I moved somewhere quiet thinking I'll get stuck onto my engine and finish a game. This didn't happen, couldn't bring myself to code again, one year on and I'm back to my old self and now for the good stuff !!

vortxGE 3.0 is now under going a rewrite for Mac and ios (iPhone, iPad). It will get a slight flow redesign too , almost done. Here is a pic of the new composite Pipeline which is now just a generic Control object subclass, (Not to exciting yet) this will become clear as I update this blog more... Lets just say for now Controls are the building blocks of all subsystems in the engine. A control can be a Game Menu, a Game Level or even a AI process. So my composite Pipleline could just as well be a level really, but not needing all the features of a level of corse. This becomes a far more flexable method of constructing the engine.

more to come...

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