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Lumbering Dream Interactive

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February 4th, 2010

Here's what I've been toying with these days, at least when not fixing Space Garden Punchonaut (whose final version is out), or working on XRhodes:

Photobucket

As opposed to the previous terrain screenshot, these hills aren't just a bunch of random vertices - I've implemented a set of tools which can be used to procedurally generate tilemaps and process them, including, but not restricted to, converting them to heightmaps like this.

The rendering (which isn't part of the package by the way), has got a lot of optimizing to do, but then again, I'm using it to learn 3D maths and camera movement, so maybe with time it'll grow into something more robust.

On another note, the name change of Lumbering Dream Interactive is nearly complete. I've got the new domain and I've finished the new logo. More on it very soon.

Posted in company, XRhodes, screenshot, Space Garden Punchonaut | Send feedback »

Table update and strides of documenting

January 22nd, 2010

There are actually reasons to like creating documentation - although it took me time to realize. One is stumbling upon things that can be improved (then making the improvement).

Today I've took some time to shape up Table<>. Not only it made it perform better (the traversal is now pointer-based - it used to use coordinates, which implies additions and multiplications at every step, as well as the obligatory dereferencing), but a bit more flexible too: the Import() method can now take an offset argument, which is used to define where exactly is the second Table<> being copied into the first one (up to now it had to be the first element). It'll be probably useful for a lot of things - block transfer & c.

Posted in XRhodes | Send feedback »

After TIGJam UK2

January 19th, 2010

I'm just back from an awesome weekend in Cambridge, where I got to meet some fellow TIGSource members. Seriously, this was mindblowing, especially considering the stressful start I was off to.

I've worked on a number of things during the jam; most of them aren't very spectacular, the perspective projection + basic terrain generation (+ billboards) one however makes me happy, so I'm sharing a glimpse:
basic 3D terrain demo

Space Garden Punchonaut was also updated with some fantastic ideas (wall jump!) provided by Aubrey Hesselgren AKA Bezzy during the Jam. Some further fixes are underway to make the 'Freeze' bonus more usable.

Oh, and Cornerstone is on again!

Posted in personal, awesomeness is other people, screenshot, Space Garden Punchonaut | Send feedback »

Space Garden Punchonaut for OS X

January 13th, 2010

I've got back from my holiday, and made a quick build of SGP for Macintosh. Now with an icon!;) The whole thing didn't take more than 5 minutes. SDL + OpenGL + XRhodes = <3

The OSX version is downloadable from the ever awesome GameJolt. Please rate & comment.

Posted in download, Space Garden Punchonaut | Send feedback »

Texturing iterations

January 11th, 2010

Texture, the XRhodes component that's probably been through the most changes, has done it again. Greatly increased flexibility and some performance gain follows this.

Read more »

Posted in XRhodes | Send feedback »

Space Garden Punchonaut is out

January 5th, 2010

Ah, the completeness.

TIGSource Assemblee

GameJolt entry

Posted in download, Space Garden Punchonaut | Send feedback »

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