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Its getting better
Forum: Getting started
Last Post: Brian Beuken
Yesterday, 12:12 PM
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Cube OpenGL ES 2.0 exampl...
Forum: Getting Started
Last Post: jomoengineer
Yesterday, 06:06 AM
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» Views: 33
Chapter 7 Assets
Forum: Fundamentals Errata/Questions
Last Post: Brian Beuken
02-18-2019, 08:28 PM
» Replies: 16
» Views: 223
OpenGLES3.0 causes flcker...
Forum: Help my code won't work??
Last Post: Brian Beuken
02-18-2019, 06:22 PM
» Replies: 3
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Asus Tinkerboard
Forum: Other SBC's
Last Post: Brian Beuken
02-17-2019, 02:27 PM
» Replies: 9
» Views: 1,098
Make sure you update and ...
Forum: Getting started
Last Post: jomoengineer
02-15-2019, 08:02 AM
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So....what do I do?
Forum: Getting started
Last Post: Brian Beuken
02-13-2019, 09:10 AM
» Replies: 10
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Reviewing the code
Forum: Scratchpad Games
Last Post: Brian Beuken
02-13-2019, 12:53 AM
» Replies: 1
» Views: 77
If your trial has run out...
Forum: Getting started
Last Post: Brian Beuken
02-11-2019, 10:08 PM
» Replies: 1
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Finally have a machine
Forum: OpenGLES3.2 Shaders
Last Post: Brian Beuken
02-11-2019, 11:51 AM
» Replies: 6
» Views: 845

  Merry Christmas
Posted by: Brian Beuken - 12-25-2018, 03:48 PM - Forum: Scratchpad Games - No Replies

Its that most wonderful time of the year.....when you get a new SBC

Have a great holiday period and if you got my book as a pressie... I am sorry, but maybe we can make it work out Big Grin

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Posted by: Brian Beuken - 12-20-2018, 09:50 AM - Forum: Assets, Tools, Libraries and other useful things - Replies (2)

Nvidias flagship physics system is now available as open source.

I've not tried it yet on Raspberry and to be honest I kinda think its too much for a Raspberrry as it is really designed for much more powerful systems, but if you find that Bullet isn't cutting it for you, then try it out. I'll add it to my list of things to try out in 2022 Big Grin


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  Game Development Process
Posted by: jomoengineer - 12-02-2018, 06:18 AM - Forum: General Chat - Replies (2)

I thought I had posted this already, but it looks like it did not post for some reason.

So I've read books and articles on game development and most seem to cover either the programming aspect or how to structure the game environment but I was curious as to what a typical, if there is any, game development process looks like.  Like other software development or application development efforts, does game development go through some sort of formal process to come up with the architecture such as Agile or the older Waterfall model?  Is something like Model-View Controller used considering a game is basically a User Experience?

I have the Scott Rogers Level Up! (2010 edition) and it is a fun book to read with a lot of good info, but its mainly focused on the Game Designer.  I'm looking for some more inline with the software architecture process that is common in game dev.

Any thoughts or info would be appreciated.



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  the importance of culling
Posted by: Brian Beuken - 11-28-2018, 11:31 AM - Forum: Assets, Tools, Libraries and other useful things - No Replies

Its so much more important than people realise. I cover it a little in my book, but here's a really great video to see it in action, this shows how you can make a small amount of gpu go a long way

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  David Jones creator of Finders Keepers in Retro Gamer #185
Posted by: jomoengineer - 11-28-2018, 06:57 AM - Forum: General Chat - Replies (3)

I just recently started to pick up issues of Retro Gamer on my weekly trips to Fry's Electronics although the magazine is a bit behind here in the States. 

In load (issue) 185 the 40th anniversary of Space Invaders is featured with an image on the front cover, but I was pleasantly surprised to see there was an section dedicated to David Jones, creator of Finders Keepers, Spellbound.  Although 40 years of Space Invaders is impressive,  someone who can stay active in the Game Industry for 30 years is doubly impressive.  The article is very cool and I found it interesting how he came to be a Game Developer.  I never had a ZX Spectrum, but I am certainly going to find more about this if I can.

And, I do believe this is the same David Jones that is mentioned in the in Brian's Fundamentals book.  

I'm really liking Retro Gamer as well as Wireframe; both are good reads. 


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  Making maps is easier with...
Posted by: Brian Beuken - 11-26-2018, 10:34 AM - Forum: Assets, Tools, Libraries and other useful things - Replies (1)

There are a few really good 2D (and some 3D) map editors out there, for the beginners I strongly recommend using Tiled, its got lots of very cool features, is simple to use, outputs data in a lot of good useful formats and more important is still being updated regularly 


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  missing Rand function/macro
Posted by: Brian Beuken - 11-19-2018, 08:27 PM - Forum: Fundamentals Errata/Questions - No Replies

its not really missing you can find it in the invaders code and copy it over. Many of the files after invaders are starter projects where you have to add functions/macros and methods. But its causing a bit of confusion so I've added it to the Kamikazi base code, and here it is

inline float Rand(float a_Range) { return ((float)rand() / RAND_MAX) * a_Range; }

its a small inline function, I add it to Game.h but its at home in any frequently included header file.

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  Another new Raspberry?
Posted by: Brian Beuken - 11-15-2018, 11:49 AM - Forum: Raspberry Pi questions - Replies (2)

Well not quite, its a cut down version restoring the old model A brand. But still nice, only 512MB though, so a bit limiting as a game machine.


Whats much more interesting is the confirmation that the next Raspberry will indeed be a new system, I can't wait to hear about that, but I'm sure we'll find out in March 2019.

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  Humble Bumble fun
Posted by: Brian Beuken - 11-15-2018, 09:58 AM - Forum: Assets, Tools, Libraries and other useful things - No Replies

Humble Bumble have a nice RPG asset sale at the moment, very nice for anyone who needs a bunch of 2D and 3D graphic systems, as well as sounds and other fx

A lot of it is Unity based and in formats we've not covered yet but its all useful in some way..

$20 for a bucket full of useful stuff is a good investment


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  [Chapter 05] KamaKazi Base code
Posted by: jomoengineer - 11-13-2018, 07:57 AM - Forum: Fundamentals Errata/Questions - Replies (12)

So, I'm trying to work through the KamaKazi Base InvaderStart code and ran into a few issues.

The first thing is that there was a switch from using Objects to GameObject.  The book mentions that Game Objects Classes from the previous example, but there was only an Objects class.  

The describes adding the code for Star.h and Star.cpp, however part of that code includes using Rand but this is not defined anywhere in the project so the IDE/Compiler complains.  I added this to GameObjects.h since it was in Objects previously.  I hope this is okay.

Also, in GameObject.cpp OBJID is assigned the value of NumberOfObjectsCreated++ however with Eclipse and the GNU Linker  with c++11 I am getting an undefined reference for 'GameObjects::NumberOfObjectsCreated.   After some Googling, I found I had to add the following initialization code at the top of GameObject.cpp.

   int GameObject::NumberOfObjectsCreated = 0;

This eliminated the Linker error.

After this and adding the code for Star, I am still not getting stars to show when the code is run as is mentioned on page 126.

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