Dec 28 2019
Bought myself a new hobby gamedev laptop. It's really small, and really neat. And kind of weak… So I needed a project that it could handle.
After trying haxe it was clear that compiling haxeflixel was painfully slow. If I did it directly in c++ instead it worked like a charm.
So c++ project it is! Using SDL and the base from my Ludum Dare code base. Got a dude moving and placing blocks. Good first progress =)
Dec 09 2019
Replaced the player ship with free model from asset store since the cube looked too horrible, even for me. Replaced player bullets with laser beams.
In this gif it's hard to distinguish bullets from enemies…
Nov 26 2019
Got an Oculus Quest a few months back. Love the device, but I'm not overly enthusiastic about the games you can buy. Not to mention that they are very expensive!
So I started writing a small game of my own. A little space shooter/bullet hell with fast, arcade-like gameplay inspired by games like Geometry Wars.
This is the very first progress. Only an hour into the project… good progress for such rapid prototyping. Lots left to do (obviously).
Nov 24 2019
Wanted to do a test to see how fast I could draw an animation for a game, to see if it ever would be worth producing. The answer is an astounding NO. This super simple animation took an entire evening.
Still funny enough to post though. Would you play a game with this kind of graphics?
Sep 24 2019
I've spent some time trying to port my text engine to linux and mac, with the following results:
- On Linux (also valid on Mac) I cannot detect keyUp. “Fixed” it by gimping the game a bit on those platforms…
- On OSX I cannot set colors correctly! The exact same sourcecode that works on Linux turns into dark blue text on semi dark blue background. Unreadalbe.
So I have abandoned that path for now. Instead started looking into the SDL library instead… and it is really smooth to work with! (at least on Linux). I have currently managed to get it to work on both Linux and Windows!
I can even work with this code on my old, very beloved, Asus EEE 1005PE netbook. A ten year old 10.1” computer that freezes if it tries to open any random webpage (Gmail? Just forget about even trying), however it has a whooping 250gb harddrive, a keyboard like a dream and a battery that lasts for an eternity. Writing C++ code in VIM (in a terminal window) works like a charm… like in the 70's ;-) Compilation is around 1-2 seconds, which is not only acceptable, but also faster than Unity compiles on my powerhorse workstation.
This looks very promising for the upcoming Ludum Dare competition!
Sep 16 2018
This evening I managed to render tiles from an old Ripple Tilesheet to a runtime generated mesh, using a custom shader to map the tile values.
It does not scroll yet, but supports rescaling the viewport (although only to even pixels in height).
Mar 15 2018
More fun with your terminal:
- Write character at position
So far I'm surprised by the speed (the delay you see is actually me pausing the thread)! The last time I tried stuff like this directly in the terminal it flickered like hell. But that time I was using
conio.h, this time I write stuff myself using only
I'm not using buffers yet, only moving cursor and writing to that position. Guess writing to buffers will make it even faster. But thats for another day…
Feb 11 2018
Ok, for the first time in a long while I got two hours that I could spend on programming! Need to refresh my c++ knowledge quite a bit (the metro siberia part below uses OpenFrameworks to do all the heavy work for me). But in these two hours I still managed to:
- Create a makefile (my very first one)
- Code a small console application in VIM (and compile it using
- Have the program print out text letter-by-letter
- Read the content of the text from an external text file
- Store config flags, such as speed or pause in the text document
Not very exciting, and now the time is up. Time to hit the bed. Felt good to do some programming anyways.
Sep 14 2017
Small progress. Started porting over my matrix implementations from haxe. At the moment it actually looks more like C-code than C++.
Been playing a lot with arrays and pointers. Even some
Aug 24 2017
Started a re-make of my old game Metro Siberia in C++. This is the big plan:
- Custom rendering methods in it's own header file
- Game code is platform independent
- To start with, only draw lines and simple fills
- Currently using OpenFrameworks as “backend”, because it is almost zero hassle to get working
- Plan is to change from OpenFrameworks later on… but we'll see. At least the structure will allow it.
Currently nothing more than a window that renders the picture above.
Mar 30 2017
Finally started on something I've been wanting to do for a very long time. A serious try to port Ripple Dot Zero to haxe, so I can compile it to c++, run it on Windows with full gamepad support and full, smooth framerate!
This is after a few hours of experimenting with openFLs new
Tilemap API, and one day of porting (well… mostly rewriting) the tile rendering part of my old engine. Now it runs on a solid 60 fps after compiling to C++, even though there are tons of optimizations to be done.
Right now it renders all static tiles (no animated tiles, and no sprites) from an existing level, and lets the camera move in a huge sine wave over it.
A very promising first step!
Jan 15 2017
“Don't worry about the dog, he's very nice and only wants to play!”
Dec 15 2016
A while back I found all the raw material for a game me and Simon were working on a long time ago (actually before both Ripple and Metro Siberia, so somewhere around 2006 – whoa, thats TEN YEARS ago!!) called Kingsmountain, and I've been playing with the idea to try and recreate one of the minigames.
My first attempt was with Haxe, and a 2d skeletal animation tool called Spine. However, the Haxe runtime implementation for Spine was buggy as hell, and I spent many hours trying to animate the running little dude, but finally the bugs made me give up.
Instead I restarted the project in Unity, and here you can see the result after just about 2-3 hours.
Oct 31 2016
Warning: lengthy post ahead! But lots of really cool stuff!
Been a while since I posted now. There are a couple of reasons for this:
- First of all, I decided to write my own software triangle rasterizer (I'll get to explain what that is in a bit)
- It's a lot of math involved. And a lot of diagrams with pen and paper. I has spent several hours to get it to its current working state
- My parental leave is getting close to the end. My kids are now almost 16 months and require a lot of attention! Have not gotten any computer time at all for the past three weeks
But now I finally have something to show, so lets show it!
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