Tag Archives: Game Development

Yeah, I Kind of Had To

I mentioned in my iPhone Development post that I was working off of a borrowed Mac Mini and was looking to buy a Mac to call my very own. Well:

Having never owned a Mac or a laptop before this is pretty awesome for me. I’m absolutely astounded at how fun it can be to lay [...]

iPhone Development Fun

I’ve been plugging away on my iPhone project over my vacation and it’s been pretty rad. which I’m actually developing using an iPod Touch but shortening it from iPhone/iPod Touch to just iPhone is so much easier. I do want to record just how absurd application deployment to an iPhone/iPod Touch is, though. Once an [...]

iPhone/iPod Touch Game Development

The iPhone/iPod Touch is a pretty rad little platform. It has vastly more powerful hardware and a far greater ease of development than I would have ever expected going into it. The biggest problem for me at the moment is that I don’t actually have a Mac to call my very own. Someone deemed me [...]

Cubegasm Source Code Release

Short story made shorter: I’m putting my XNA Action/RTS Cubegasm on hold. My framework isn’t nearly robust enough to make the kind of game I want to make and, since this is strictly a hobby project, I’d rather not have to put all of the gameplay on hold while I flesh out the necessary backbone [...]

Elemental: War of Magic Announced

The game I’ve been working on since I started at Stardock more than a year and a half ago has finally been announced. The game’s official site is at http://www.elementalgame.com/ and it contains several screenshots and pieces of concept art.
Elemental is due out in February 2010.

How to Maintain Hobby Development During the Great Game Deluge

You don’t.

Octreegasm

I assumed that it would be in poor form to have every single object in need of collision detection on a frame-by-frame basis to have collision tests performed against every object in the scene aside from itself I figured that now would be the time to add some form of spatial partitioning to my XNA [...]