Early Engine Demo

A couple of quick demos of a C / OpenGL project with platform layers for iPhone and Mac.

Mac with gamepad input:

Mac Demo

iPhone with touch input:

iPhone Demo

The goal is to have an simple way to work on our upcoming game project without having to rebuild/deploy to the a mobile device every time a map or asset change.

It should also make it possible to port the game to other platforms without too much work.

Older posts

Swift JSON Performance

I'm currently working on my first real Swift project. A from-scratch update of one of ZenRockers old apps to make it fit better with iOS8 in terms of look and features. Swift performance has been close to Objective C for the most part. But there are times when Swift suddenly…

Swift & SpriteKit

I've been playing around with Swift this weekend. It's an interesting language. Not just because Apple has announced it as the future of iOS and Mac development. It feels a lot more concise and flexible than Objective C. E.g. optionals that replace nil testing so that: if(shop.lastOrder…

Windows Development

Finally got around to making my snake game run on Windows (download). Requires Windows 8 and the 32bit / x86 Visual C++ 2013 Runtime. Converting the game was straight forward. I spent a few hours trying to embed resources in the .exe but gave up and just included them in the…

Ghost: Feature Latest Post

I recently updated my Ghost blog setup to always show the full content of the latest post. By default ghost only shows excerpts of all posts. This is a quick guide to setting it up. Start by adding a partials folder to the theme if not already present. Then add…

OpenGL Snake Game

Update 11 Mar 2014: Added a Windows version. Finished my OpenGL experiment today. There are some issues like light going though walls and not casting shadows - but it works. Drawing text was surprisingly hard. Most solution require huge dependencies like FreeType or are written for the old glBegin/glEnd…