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    • By francoisdiy
      So I wrote a programming language called C-Lesh to program games for my game maker Platformisis. It is a scripting language which tiles into the JavaScript game engine via a memory mapper using memory mapped I/O. Currently, I am porting the language as a standalone interpreter to be able to run on the PC and possibly other devices excluding the phone. The interpreter is being written in C++ so for those of you who are C++ fans you can see the different components implemented. Some background of the language and how to program in C-Lesh can be found here:

      http://www.codeloader.net/readme.html
      As I program this thing I will post code from different components and explain.
    • By malevicius11
      Hello, community.
      Half of my free time I'm spending on electronic music. Also I'm a big fan of video games.
      I have a old mind to try self in video games OST production.
      In this topic I putted some demos to ask You:
      1. Is it worth my time to regroup for games soundtracks?
      2. You see potential for music of games production or not?
       
      My demo tracks:
       
       
       
       
       
       
       
      Thank You for the answers.
       
    • By LifeArtist
      Good Evening,
      I want to make a 2D game which involves displaying some debug information. Especially for collision, enemy sights and so on ...
      First of I was thinking about all those shapes which I need will need for debugging purposes: circles, rectangles, lines, polygons.
      I am really stucked right now because of the fundamental question:
      Where do I store my vertices positions for each line (object)? Currently I am not using a model matrix because I am using orthographic projection and set the final position within the VBO. That means that if I add a new line I would have to expand the "points" array and re-upload (recall glBufferData) it every time. The other method would be to use a model matrix and a fixed vbo for a line but it would be also messy to exactly create a line from (0,0) to (100,20) calculating the rotation and scale to make it fit.
      If I proceed with option 1 "updating the array each frame" I was thinking of having 4 draw calls every frame for the lines vao, polygons vao and so on. 
      In addition to that I am planning to use some sort of ECS based architecture. So the other question would be:
      Should I treat those debug objects as entities/components?
      For me it would make sense to treat them as entities but that's creates a new issue with the previous array approach because it would have for example a transform and render component. A special render component for debug objects (no texture etc) ... For me the transform component is also just a matrix but how would I then define a line?
      Treating them as components would'nt be a good idea in my eyes because then I would always need an entity. Well entity is just an id !? So maybe its a component?
      Regards,
      LifeArtist
    • By Descent
      Wow what a wild game by GalaXa Games Entertainment Interactive. Play now... it's really fun but IF you have epilepsy then don't play. It does not feature flashing pictures, but there is lots of animated stuff that might get ya. Anyway, 4 levels, 2 endings, insane action, BY INFERNAL. Please play it, right nao! Also , nice midi music composed by me is in the game.
       
      demons.rar
    • By Hannibal The Composer
      Howdy-ho!
      I am an experienced composer/musician/sound designer looking for projects to involve myself with!
      I have 16 years of experience in composing and 5½ years of experience in sound design.
      If you need ANY kind of music / audio to your game, movie or whatever, hit me up or send me an e-mail at secrethannibal@gmail.com

      You can find a small show-reel of my work below!
       
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