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Bullet Physics and Molehill – 3D Physics in Flash
Came across the BulletFlash project, which doesn’t have a lot of talk around it yet. The project is an alchemy port of the Bullet Physics engine. After looking at the trunk on their googlecode project page, I found a working build! The performance with stacking seems to surpass JigLibFlash, so
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My tutorial is online! Now I need to make more.
I’ve been working on a video tutorial for ActiveTuts+.
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Computer fixed, less stress soon.
My computer decided to kill itself 2 weeks ago, which was a very bad time for it to die, seeing as my only source of income was a video tutorial I was working on. Directly after my recording; before I was able to start editing, my computer blue screened. After
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Box2D VS Nape
This is my short comparison between Box2D and Nape. I’ve used Box2D AS3, and then Box2D Alchemy for a year or so. I’ve spent a lot of time hacking through it, so I feel that I’m qualified to make this comparison. The thing you need to ask yourself is this:
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Nape Physics Engine
Goodbye Box2D, hello Nape! Long story short, I switched from Box2D to Nape for my physics solution. The simulation quality is a bit less accurate than Box2D, but the performance is phenomenal!
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Engine design, components, and Papervision3D
So I just got finished implementing components to replace my inheritance based entity system. Getting used to factories and pooling has been a bit of a battle, but I feel as though I’m ready to start actual game production. My engine has fake lighting, which adds another draw call, and
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Sticky keys in Flash.
The Bug This bug appears in Internet Explorer, and debug builds of the standalone Flash Player. It’s commonly referred to as ‘Sticky keys’, or keyboard lag. Generally it makes playing Flash games impossible, as you are unable to time your movements correctly. Many people have been complaining about it for
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Molehill is OUT!
So I was watching the FGS feed, blowing my internet cap just to see what was going on, and they announced it. I knew the names of many developers watching along with me when Molehill was announced. To my amazement, molehill demos popped up left and right, and the good
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Snow in Missori. Car isn’t going anywhere soon.
This is by far the most snow I’ve ever seen in my life. I know for some people up north it’s nothing, but I’m from Oklahoma, where all we get is tornados.
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Flash, Unity, and XNA.
Gosh… What have I gotten myself into? Struggling to make money as a game developer sucks. Flash is probably the easiest game development platform to make money with, but the general audience who plays Flash games prefers ‘casual’ games, as opposed to the hardcore style that I enjoy. Sure, you
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ShowAll, 100%, draw, compositing, and a quadcore computer.
After a little debate in FGL chat about framerate (30 looking choppy and 60 being smooth), I went and looked back on an earlier version of my engine. At that point I had lighting implemented, and was able to have around 500 triangles with a rock solid 60fps. The old
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Quick and dirty film grain effect
First of all, I think I’m done with daily blogging. It’s too stressful, and I still post pretty often, so don’t worry. It becomes a problem when I have to post every day though and all I can come up with is lolcats. I’ll try posting some development related things
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