Finally got my new blog up and running. The first post is fairly long, but generally I think subsequent posts will be shorter.
I will not be posting here any more; from now on all my blogging will be done on the new blog, and on a daily basis.
The address is cubescapedev.blogspot.com.au
Yes I know it’s been ages. But whatever. It’s my blog. I can not blog for months on end if I feel like it.
Spent literally 5 hours yesterday afternoon doing a deep clean of the big blue bus I live in (moving EVERYTHING, rearranging MOST THINGS including removing a large chair, vacuuming EVERYTHING…..even overheated mum’s vacuum cleaner twice). 10 times nicer in here now.
Anyway the main reason I’m posting this now is because I have to tell everyone I’m starting a new blog (stupid? maybe) that will keep track of my progress in the development of Cubescape. It’s sort of a Minecraft “clone”. I won’t reveal too much here because it’ll take too long to type and I just to do a quick blog here before I have to get ready to go to a AAFC parade night (google AAFC).
Trust me this is no joke; I’ve spent many weeks and even months working on internal systems to make chunk loading as fast as is jolly well possible. It’s not multithreaded yet, and it already runs about 2-3 times as fast as Minecraft (it’s programmed in C++ which helps enormously). Not much to show visually, but more info in the new blog. Will post again here when I’ve got the new blog actually going.
I thoroughly enjoyed reading from beginning to current in Lee’s FPSC Reloaded blog (http://fpscreloaded.blogspot.com.au/), so I’m going to follow his example somewhat and do a day-by-day blog. Also I’ll be switching over to Google Blogger because I prefer it over WordPress.
Also, my writing style will be considerably less cringe-worthy in my new blog. I re-read my last two blog posts (my only two, as it happens) and hated what I’d written. It was as if I was trying to sound dramatic or something. Anyway that’s out the window (well it would be if my window actually opened).
Back later with the address of my new blog. It’s not actually up yet.
I downloaded and played with the trial version of TGC’s latest release, the App Game Kit, and liked it, but it didn’t come with the AGK Placement Editor; only the full version included the Placement Editor. I really wanted to get it because without it it was difficult to work out where I wanted the sprites to be. So I finally got around to buying the AGK, and the moment I tried the Placement Editor, I hated it. It was slow, very buggy and very limited. It was even stuck on a fixed resolution.
And five minutes later, I started work on Placement Editor Professional.
About a week and a half later, Placement Editor Professional version 1.0 was released on the TGC forums. It was a bit buggy (which I didn’t realise until a few days later) and it was missing a visual grid, because it had proved extremely difficult to code, but it worked. And, short of missing the visual grid, it was way better than TGC’s AGK Placement Editor.
I have the latest version, including a visual grid and many, many new features sitting in a folder on my computer waiting for me to write the description for it and upload it onto the TGC forums.
And in case you’re interested, here’s the link to my Placement Editor Professional: http://forum.thegamecreators.com/?m=forum_view&t=193281&b=5
And here’s the link to the AGK’s website: http://www.appgamekit.com/
And I will do just that as soon as I have finished watching Doctor Who tonight 🙂
May good stuff happen to you often!
Welcome to my blog. I am Clonkex, maker of all things cool. For the record, my real name is David and I have never used a blog before in my life.
A few months ago I started writing a game engine. It was called Rivet Gamemaker. It was going to be a simple way to make 3D games, using a programming interface similar to that of Multimedia Fusion 2 or The Games Factory 2.
All was going quite well. Then, all of a sudden, development stopped. I was absolutely sick of this engine. It was really limited, extremely buggy, and was clearly not going to go anywhere. I say clearly, but it wasn’t clear to me at the time. I just kept on shoving forwards, trying to make some progress, any progress, to show it could be done. Just two weeks ago, I realised my mistake. I had been pushing forward, but without knowing where I was trying to end up. In other words, I had no plan. None at all. Every time I thought of a new idea, I put it in, usually brushing aside the many other problems that were still in place. So I stopped. I cut the throttle. Choked the engine. And stopped.
But now I knew what I wanted to do. I had had all of those great ideas, and I still remembered them all. So I wrote them down, and began creating a plan. And I actually decided on everything that the engine was going to do before starting work on it.
And this brings me to the Rivet SDK. The Rivet SDK is the reincarnation of the Rivet Gamemaker. Rivet SDK (just Rivet for short) is no longer trying to be an easy game maker. It is now trying to match the Source SDK‘s power, but with considerably more flexibility.
I am not trying to create an exact copy of the Source SDK with Rivet. I simply want to create a powerful, flexible and easy-to-use game engine with lots of example code and excellent documentation. And, so far, that is exactly what I am doing.
I’m sure you’d like to hear some details about how the engine will actually work. Well, here they are.
Rivet uses Lua as its scripting language. It’s built entirely around the idea that everything is controlled by separate scripts, making it extremely modular and also extremely easy to reuse code. For example, there is a script that controls how the camera rotates based on mouse movement, one that controls how the player is moved using PhysX (more on that later), and one that controls how the various global variables are initialised.
There are set commands available, which can be used to load and create models, sounds, textures, etc. and to control these resources in detail. There is also a full command set allowing the use of the PhysX physics engine, including rigidbodies, softbodies, fluids, cloth, multithreading, PhysX hardware support and much more.
I know, you’re excited and you want to hear more about Rivet, but I can’t give you any more info. That includes when I will release the engine, as that is the only thing that I haven’t planned. It will be released when it’s ready and that’s final.
It’s raining outside and I’m tired, so here’s where I stop. Goodnight, all you programmers out there!
May your fingers stay flexible and your IDEs always start for you!