Geondun (previously named Splungeon) is now up for alpha testing for members of this Google+ community, Madcoretom App Testers (remember G+ ?) Right now there’s an issue on Samsung devices where some of the models don’t show up. I implemented a share button to send the debug string to an application that accepts string messages so […]
Tag Archives: opengl
Today’s post is about adding health-indicator hearts to my game Splungeon (working title). The first job was to add the concept of health to the game. As it is you can run around and bump into enemies, but nobody loses health. Here I have a “State” class, that holds the state of the game (who […]
Apart from the shading update, the rainbow crystals and the washing machines, I thought I’d write out the update loop. You’ll notice that there’s a few steps where addition and removal of objects are queued. This is to get around concurrent modification exceptions, but it also allows me to clean up nicely, all in one […]
This is my latest project. It is a procedural, triangle-grid dungeon crawler game for Android. What you see here is a work-in-progress screenshot of a few rooms while I’m testing out collisions and physics. Right now, the only thing you can do is find the ladder in each level, to go to the next generated […]
Colour grading (also known as colour correction) (also known as color) is a pretty powerful effect used in games, as well as film. It basically involves mapping the full range of colours to other colours, for example darker shades could become blue tinted or dark yellow could become orange. A lookup table (LUT) is basically […]
One long-term project I’ve worked on involves loading map data from Open Street Maps into my c++ OpenGL driving game. The exported data is in rather large XML, and requires a bit of pre-processing into nodes and road segments. The longitude and latitude need to be converted to x and y coordinates, which I solved […]
Back In highschool I made a aeroplane-shooter game inspired by games like Scramble Spirits. Looking back at it now it was poorly written, but it got me good marks at the time. Years later I attempted to recreate it in 3D in Java again. I suppose the project halted because the random level generation wasn’t interesting enough […]
I made a urinal simulator in Java with JOGL. It was a fun little experiment to simulate how guys select urinals to maximise the space around them. It got picked up on Reddit sometime later so the video got a bunch of views
This project was about an online multiplayer version of Pong. The 2d physics simulation was calculated on your client when the ball was on your side of the court. It turned out pretty glitchy. I originally wrote a lot about it, particularly using Box2d and learning to use the UDP and threading Boost libraries. Here’s an excerpt […]
I made a game where you roll a sphere around a race track. I lost interest eventually when I ruined the dynamic lighting (and wasn’t using source control) Here’s part of the old post: So here’s an update on my sphere Racing project. I’ve given up on the editor right now, it was more complex than the […]