05
03/2012
The Unfinished Game #1
Written by arthur
I guess this demo has everything to make a true game, yet it needs more work. This is nearly a clone a puzzle bobble... but there is something different: balls are not managed in a 2D array, but with physics.
The purpose of this demo is also to test a small framework I have written for opengl es 1.1. The result is correct. I will release a more finished game soon which use this framework. So stay tuned!
Download the source code!
Classified in : Projects - Tags : iphone, opengl - 2 comments
15
01/2012
Shape Designer
Written by arthur
Today I am going to show you one other tool I worked on for my physics engine. It's called ShapeDesigner, mainly because it helps to design shapes (really?!) or collision geometry for the engine. Well, I could have done it with triangulation from an image. But all geometry would have been made of triangles whereas circles save a lot of resources and increase accuracy.
So here I am with this tool. It allows to load an image, and then we can draw all basics shapes (such as circle, triangle or quad), and export it in a compliant xml format for the physics engine.
You can also take a look at the code (it was made with visual studio 2010, in C#) if you want to fork it.
So here I am with this tool. It allows to load an image, and then we can draw all basics shapes (such as circle, triangle or quad), and export it in a compliant xml format for the physics engine.
<shape name="bloc_18.png"> <triangle x1="0" y1="64" x2="0" y2="28" x3="55" y3="64" /> <circle x="31" y="32" radius="31" /> <triangle x1="55" y1="64" x2="62" y2="37" x3="0" y3="28" /> </shape>
You can also take a look at the code (it was made with visual studio 2010, in C#) if you want to fork it.
Classified in : Tools - Tags : iphone, opengl, C#, windows, atlas, packer - 1 comment
21
12/2011
Tool - Texture atlas maker
Written by arthur
I told you that I started iPhone development. After testing Unity3D and cocos2d, I decided that I will better write my own 2d engine with opengl-es. Maybe it's more extra-work, but I prefer truely understand what I am working with. Moreover I did a similar engine on Windows. But the downside was the performance, how to manage a lot of graphics on such limited hardware? (Yes, iPhone 3G, I am speaking of you.)
On windows I was loading one texture for one sprite. If I had 300 images in my application I would load 300 textures. Not very efficient, but it worked on nowadays computer. Of course it couldn’t work on iPhone. Plus, on iOS we can’t load texture that have not a power-of-two size. For example a 257x300 pixel wide image would require a space of 512x512 pixels in ram. That means a lot of wasted space.
One common approach is to pack all images in a big one, and then at the rendering compute the convenient UV mapping for each image. In doing that we get rid of glBindTexture and other opengl calls which can slow down the rendering.
You are going to ask me why I develop windows tool for iPhone development, the answer is simple: I like the .Net Framework and C#, and tools are made to save time! And this tool helps for two things:
If you are brave enough, you can try it by yourself in downloading the application here (it requires .Net Framework 4.0 though).
On windows I was loading one texture for one sprite. If I had 300 images in my application I would load 300 textures. Not very efficient, but it worked on nowadays computer. Of course it couldn’t work on iPhone. Plus, on iOS we can’t load texture that have not a power-of-two size. For example a 257x300 pixel wide image would require a space of 512x512 pixels in ram. That means a lot of wasted space.
One common approach is to pack all images in a big one, and then at the rendering compute the convenient UV mapping for each image. In doing that we get rid of glBindTexture and other opengl calls which can slow down the rendering.
You are going to ask me why I develop windows tool for iPhone development, the answer is simple: I like the .Net Framework and C#, and tools are made to save time! And this tool helps for two things:
- Textures packing
- Animations maker
If you are brave enough, you can try it by yourself in downloading the application here (it requires .Net Framework 4.0 though).
Classified in : Tools - Tags : iphone, opengl, C#, windows, atlas, packer - 1 comment
13
11/2011
Sqware - iPhone
Written by arthur
Few weeks after my internship at int13, I decided that I wanted to develop on iPhone. So, the first was to get a mac with snow leopard. Not an easy task, but I did it. Then the next task was to do something for the iPhone. A game. So we team up with Cladil, and we started the development of Sqware, a small arcade game with an easy to learn gameplay but a large variety of levels.
It helped me to learn opengl-es (1.1 and 2). And to fall in love for xcode (real time compiling!). So stay tuned for articles about opengl-es, iOS and other nice things.
It helped me to learn opengl-es (1.1 and 2). And to fall in love for xcode (real time compiling!). So stay tuned for articles about opengl-es, iOS and other nice things.
Classified in : Projects - Tags : iphone, opengl, sqware, app - 5 comments
07
11/2010
3D softbody physics
Written by arthur
Well, I can't stop on 2D. 3D was mandatory. As you could have read in this post I am currently very focused on physics simulation, especially softbody physics.
So the principle is the same as in 2D, but it becomes a lot more complicated in 3D (just think collision detection between 320 faces and a complete environment). I think a way to improve the speed and increase the complexity could be the use of GPU with OpenCL. But it is not the case in this demo. And it runs already smoothly at 60 fps. Check by yourself here.
Classified in : Projects - Tags : 3d, opengl, c++, physics, soft, body - 2 comments