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Member Since 15 Sep 2006
Offline Last Active Yesterday, 07:04 PM

Topics I've Started

LibGDX tutorial series

01 December 2013 - 04:35 PM

I've recently been working on a LibGDX series of tutorials.  I am a big fan of the Java based LibGDX game library, but a fair bit of the information out there is out of date now.  These tutorials are intended to get someone with zero experience up and running.  As is usual with my tutorials, they are text based and go into an extreme level of detail when introducing a new concept.



Or you can access the Table of Contents.  The project is ongoing, so let me know if there is anything you want to see covered.


If you are looking for a cross platform ( iOS, Android, Desktop and HTML5 ) game library, LibGDX is certainly a great option.  Any and all feedback appreciated.

Autodesk release Maya LT; "indie" friendly version

27 August 2013 - 08:51 AM

Story Link


Basically Autodesk have released a version of Maya aimed at indie ( read, poor ) game developers.  Priced at 800$, or 50$ a month, 125% a quarter on a rental basis, this version has some serious limits.


First, it can only render sprites, making pre-rendered cut-scenes or even composited stills impossible.

Second, there is a 25K polygon cap on FBX export, making it nearly useless for level design and high detail work.

Third, no plugins or Mel.



For many developers, especially ones working on sprite based or low(er) polygon realtime mobile titles, those limitations wont be a big deal and the savings from the full version ( about 2800$ cheaper ) are huge.


For others... hey, ever tried Blender?

Extremely detailed tutorial series on creating game graphics

15 August 2013 - 03:36 PM

A while back I wrote a guide to creating art as a programmer. I figured I would follow it up with a (very very very detailed ) guide of how I actually create art, by showing how to create a 2D sprite sheet by creating a model using Blender.  As an added bonus, if you read the first 3/4 of it, you will also learn how to create 3D assets for your game.  It is using 100% free tools btw.


EDIT:  Now there is a table of contents.  Start there. smile.png


Now of course, keep in mind, that I am not an artist, this is showing how a programmer creates art that is slightly better than programmer art.  I've been a CG hobbyist for well over a decade, so I am a bit beyond Minecraft graphic skill levels.  Fortunately though, I do understand the programmers mindset ( being one... ), so this series should be approachable to you.  You should be able to come in knowing basically nothing and start pumping out some pretty pimping art!


It is of course a work in progress, and builds on a prior series I wrote about how to use Blender.  ( It's linked in the first section ).  I will update here as I add more sections.


Right now there is:


Introduction A Mission statement of sorts... you are pretty safe to skip it.

The Concept Wanna see a non-artist's design process... warning, there be dragons!

Modelling in Blender Part 1 Covers setting up reference images

Modelling in Blender Part 2 Box modelling


Next part to come soon.


Before you can run through the above, I assume you ran through these prior Blender modelling tutorials.



It will eventually cover modelling, texturing, rendering, creating a sprite sheet and possibly even some code to show how to consume a sprite sheet.


Again, remember, I am not an artist 1st ( or 2nd or 3rd ), so if you are an artist, this will probably be insulting to you.  But if you are a programmer, or new, and are looking to bridge the gap, I hope this is the perfect tutorials series for you!

Project Anarchy is a go

25 June 2013 - 04:26 PM

I just got the following email  from Havok, announcing Project Havok is now available for download.


If you've never heard of it, or Havok for that matter, Project Anarchy is a collection of game developer middleware, being made available completely free for mobile developers.


The most likely piece of Havok tech for you to be familar with is their physics engine, which is basically ubiquitous in the industry.  The package also includes an AI library, the Vision Engine, which is a 3D engine similar to Unity or UDK, content pipeline tools for most 3D packages, etc...


If you are looking at doing mobile game development, especially advanced 3D work, you really need to check it out.

Android NDK performance

24 April 2013 - 01:07 PM

I've recently been working quite a bit in Haxe and I've noticed something really weird.  The development machine I am using is a 2012 Macbook Air, dual booting Windows 7 and MacOS 10.8.2.  I've been working about equally in both platforms and noticed something rather stunning...


The Android NDK ( C++ dev kit ) is about 3x slower to compile on MacOS than it is on Windows.  This seems really shocking to me as I believe the NDK requires a bolt on OS extension ( Cygwin ), while MacOS obviously has a native terminal.  I would obviously think gcc on MacOS would be better optimizied than the Windows version...


At this point I am simply curious what is going on... anyone else working with the Android NDK...  have you noticed the same speed differences, and is there any way to make Gcc on MacOS well... faster?