Too tough for my taste, but perhaps with bigger gaps the game is actually playable.
Had a great time at the Steinway Hall in London, presenting some new material. I’ll have a new demo up in the next few days :)
Just finished working on the music for RedPhantom Games ‘MINUTES‘. Due to launch for PlayStation platforms and PC in mid-2014
Look out for RedPhantom Games ‘MINUTES’ at Rezzed in Birmingham, UK at the end of March.
I talked with Unity about implementing a Unity plugin on our system.
They came across as arrogant and condescending, we didn’t end up doing a deal.
I’ve written many engines, from 6502 through Z80, 8086, 68000, then on to C, C++, VP,… on platforms as diverse as C64,Atari ST, Amiga, PC, MultiSystem, mobile devices, tablets. transputers.
I’ve written complete operating systems and bioses.
Unity is not a game engine for me, it’s more a game creation tool as you spend more time in the toolchain creating content than you do writing code. It’s good for what it does, but not for me. I have my own cross platform system which allows me to work directly in the underlying graphics API.
I’m really interested in the Ouya, I’m intrigued to see what sort of sales volumes it can support.
As a cheap games system with a decent chip set, I’m hoping it does well.
Whoever is interested - check brief description of our 2d game engine having a comprehensive HOPA framework already implemented: HERE
We’ve got all the core game mechanics already implemented and it’s possible to make a HOPA game very quick and easy in case if you’re ok with what’s already done. If not - making custom game mechanics and game scripting using both already existing and new game mechanics is not a problem.
Stainless - We went with unity because of its cross platform support and large community supporting the product. Have you worked with unity or any other game engines? Or have you created your own engine? Oh also our game is now live so if you have an OUYA check it out. www.acornassault.com
Nokia… the company the went from number one to almost bankrupt…………..
They are already trying to increase sales.
*Xbox One and Titanfall™ for £399.99!
One incredible game. Same amazing price.
Celebrate the future of multiplayer gaming with the Xbox One TitanfallTM bundle. It includes the all-in-one entertainment system, custom packaging, a full game download and a month of Xbox Live Gold.2 Add a Limited Edition Wireless Controller to fight in style and own a piece of gaming history.*
Not to worry, Stephen Elop of Nokia fame was appointed to head Xbox..
Unity again, damn.
Stainless - Developing for OUYA was fairly simple because we use the unity engine and OUYA has put together a plugin which wasn;t very complicated to integrate.
I have spent some time looking around your site, and I’m sorry to say the screenshots just make it look like a game engine from the PS1.
I don’t know if that is just because nothing decent has been done yet, all effort has been on the tools rather than a good looking game, but it doesn’t look like something I would have any interest in.
Sorry, but I’d rather be honest than say nothing.
What benefits does it have against all other 3D game engines?
rouncer, the water is refracting the sphere. :)
Well that has to count as another extreme face palm.
I grabbed a simple delauney triangulation library and dropped it in.
Not only was it thousands of times faster than the ear splitting algorithm, it handled every polygon perfectly.
The only problem now is I am drawing my rivers with a sprite draw and as you zoom in the lakes look beautiful, and the rivers are too big.
Now I have to go back and redo the lines…..
I never wanted to be a programmer, I wanted to be a Lumberjack swinging from tree to tree across the mighty rivers of British Columbia, with my best girl by my side, I’d sing…sing sing…
Since in the final app I need to be able to zoom the view, I am going to triangulate the data.
That’s why I tried the ear splitting algorithm.
Just pissed off it didn’t work. I’m going to have to try “Sweep-line algorithm for constrained Delaunay triangulation”
Looking at the bitmaps generated in my first attempt, I think TheNut is correct and they do a flood fill. It’s not a simple flood fill though. Some of the shapes it can handle make me think it’s a decent quality one.
well you could try a voxel attempt of some kind… but unless youve put a lot of thought into voxels before itll be months of theory, ive put years into it, nearly ready to do some photo to sculpture scanning.
hahaha yeh its ok if your female, but some shortish fatish balding programmer doing his groove thing isnt really going to work that well. hahahahahahaha
pretty nice… but ran a little slow on my gtx 760, so there must be a lot of computation going on, but how come there was 2 spheres one flat one 3d when looking at it from a half birds eye angle?
They have a new CEO now so hopefully things will get better. They’re numbers are probably good enough to not get washed out like Nintendo. The trouble is, if it gets to be a trend where more and more use one system, then it’s easy to lose ground fast. If it stays roughly even, then they will be all right.
Yeah, I think it’s Kinect. The advertisements for it make everyone look stupid. It also has a latency problem which really wasn’t fixed from the last one from the only person I know that tried one. The trouble is, if you use Kinect, you can’t use a controller, and it’s not good enough as an input device for that. So, you can only make these dance games and a couple steering games.
I’m not sure what Microsoft does with their API, but you can find out by using a .NET disassembler. It could be something as simple as the scanline algorithm and they cache the bitmap for quicker subsequent renderings.
If you’re interested in generating a permanent mesh, I would do that offline first and then rearrange how the assets are loaded and rendered in the app. Personally I use marching cubes or squares. It’s a fast, versatile algorithm that’s easy to understand and implement.
If you look at their previous consoles, they both generated roughly 10 million sales / year over the span of their lifetimes. If they can both maintain that quota, then they’ll be fine. Based on current reports, Xbox sits at 3.9 million versus PS4’s 5.3 million. That’s still not much of a difference and both are still on track (with better traction for Sony) to meet their current trends. Now when you look at Nintendo’s Wii U, it’s sitting on just 5.8 million units sold after being in the market one year longer. Now that’s a platform whose future you can safely worry about if you’re an investor.
Strange runs slow on my window vista quad core, 8 gb , ati radeon 6800 and fast on my laptop, does anyone know why ?
I think the stupid Kinect system is one of the problems.
It was optional on the 360, which is fine. If you want people posting youtube videos of you looking like a prick, that’s up to you.
But building your game system around it, well that’s just Microsoft logic.
Microsoft Logic : Mik.ro.soft Log.ic (Phrase)
Taking something that no one wants and trying to make it a USP for a product.
Usually as a result of Apple finding something that people really do want, achieving huge sales volumes, and making lot’s of money.
Examples include the office paper clip, and Metro.
By the way try this link http://www.thefreedictionary.com/Microsoft , made me laugh.
how I look at it, is how the previous generation performed.
xbox 360, i liked it better, but thats because im a programmer, and the generic technologies got into the all the games, and it worked for me, cause i was into specular water reflection and stuff like that. the xbox games seemed more like something I would make?
playstation 2, (its not 3 because i never used a playstation 3) sony, on the other hand, the games had shading on them where i couldnt even figure out how they did it. there were some pretty good cinematic cutscenes too… it was less obvious to me how they shaded the graphics.
But they both looked good… but maybe windows 8 pissing people off had something to do with it… cause its going to be like it…