News

Space Vessel Drawing

2016. 02. 05.

On the last two weekends I decided not to work but really have fun and rest instead. So I have casually drawn a little space vessel with my Pogo Connect 2 and Procreate on my iPad mini 2. The concept is that this ship is from the Star Trek universe and has two warp cores, each in on of the large wings, which can be detached in case the engine gets destabilized. The rest could operate with the fusion generator. For low speed travel it uses ion thrusters instead of impulse drives, which I made up so that I could draw these awesome glowing lines.

Website Template

2016. 01. 13.

It has been a long time since the last entry. I have created the Rudanium Template, which is a simple tool to quickly create a modern static website with multiple pages sharing some common elements. It does not try to be an alternative to big content management systems, it simply provides includable html boilerplate snippets, css styles for various responsive layouts, a default theme and some generally useful scripts. Except for the tutorial and some improvements of the image gallery, it is complete and can already be used.

http://template.rudanium.org/Demo

http://template.rudanium.org/Tutorial

Borbás Apartman

Lately I have been working on a 3D model of our apartman. Me and my wife are going to slightly refurnish it, and it will be useful to have a vizualization where we can quickly test and render various layouts. Later I would like to bake a full render to textures and create an interactive and maybe virtual reality version of our home. The models and materials are very simple yet, but the renders already look nice.

Games Roadmap

2015. 04. 29.

The next milestone is to refactor the code of all my games. The resolution independent on screen texts and menu will be based on the same script, and the overall structure of the game logics will be built up on top of the game states pattern. This will result a better scaleability. I also want to develop a good method for cross referencing the games, especially redericting players to the proper market from the free versions and combine all my scripts into one framework.

The third milestone will be to update some functionality: Making interactions touch friendly, adding more in-game instructins and congratulations, adding high score also for PureBlocks. I will also implement any required part for touch devices, so tablets will soon be supported.

When the framework, codes and touch support are polished and properly working, I will start working on TiltYourBall version two. The previous version will be pushed into lite and the payed will be updated with new levels and elements: Circular maps, moving platform, rotating elements and switches. Since TiltYourBall is my most original game and has the best quality of all, I will concentrate on making it even better.

Games and Games

2015. 04. 28.

Mostly I have been working on my games. And also a little on my games. TiltYourBall, PureBlocks and FamousCube are now available for Mac, Linux and Windows, and also demo version are provided. All three are selling on the Mac App Store and via Humble widgets. I am currently trying to also put the demo versions to the Mac App Store. There they must be called lite and mini to be masked, beacuse demo or trial version are not accepted. The app reviewers are sometime carelessly rejecting apps because the controls are not listed, despite they are. Good news on the other hand: TiltYourBall for Leap Motion is now free, and it is featured on their App Stores main page!

Experinmental Shader

I have created an experimental fragment shader ray tracer. It drawrs three recursive ray traced speheres, two mirror like and a refractive and a panormaic background with manual multisampling. The color, position and size of the spheres, the background, the index of refraction, the bounce count and the multisampling quality can be controled via uniforms.

Exciting Times

2014. 11. 23.

Soon I will recieve my new iMac computer and will start to develop a motion analitics application as paid work based on the new generiation Kinect sensor. This also means that the progress on Hue and SubSpace will again be paused for a while. I am not sad since the task is pretty exciting. Also setting up a brand new and fast machine is always great fun.

Working on Hue

2014. 10. 22.

I have started to work on the Hue Framework again. The libraries and their dependencies are now layed out nicely. I have already created simple bindigs to the GLFW and FTGL external libraries. I also started to implement shape drawing capabilities. The shape drawer can draw ellipses, rectangles, lines and polygons, with given point and outline thickness and color, and can also smooth shapes with Doo-Sabin and Catmull-Clark methods.

Game Engines

2014. 04. 21.

Somehow I feel the need for a game engine that is simply a library set and can be used from a compiled language. Why code the game logic in a slower interpreted languages? The result is theoretically slower. So I tested mainly the GamePlay3D and Maratis3D engine. The later is intended to be used with an editor and Lua. Earlier I even wrote code that made it easier to use it natively, which I almost contributed but sadly never got close to complete it.

But this is nonsense. Usually the game logic uses minimal reasources compared to rendering and physics. And possibly beating Unity for example in these areas is hard with the mentioned open source libraries. Running the rest on Mono is fast enough. Automatic compiling and reasource imports make both development fast and the results acceptable. Sad to say, but one has simply no time to deal with the competitors. Integrated game development solutions are the way to go.