Why not Unity or Unreal?

Some people ask why I choose not to use Unity or Unreal, considering them obvious, almost the only possible choice. Will try to explain in details: From the beginning I was looking for what could differ me from what is usually seen on the market (including Unity and Unreal projects). There was a list of […]

Chapter 12. Sound and smoke

Contrary to my expectations, these 2 topics were not that complicated. So I decided that one article on them would be enough. Here's how it looks and sounds like: Sound Essentially, the topic came down to finding a suitable audio library/API. I've checked a few, including OpenSL, OpenAL, irrKlang, SFML, FMOD, PortAudio, SDL2, etc. Many […]

Chapter 11. Interactivity

Now we'll try to implement game objects' reaction on our own manual input (mouse for instance). The main part is how to determine which game object the mouse is pointing at. We'll use the same approach as in previous chapter. Unlike in collision detection we'll calculate object's sizes/position not in world X-Z plane, but in […]

Game idea(s)

Wanted to call this chapter “Game Concept” or “Game Scenario”, but that would be too premature. There is no clear concept or script in my head yet. Although the visual concept and general direction are more or less settled down. When thinking about a future game, it's important to decide not only what you WANT […]

Chapter 8. Graphics Engine

Cross-platform graphics engine, GameDev, 3D, C++, Android, Windows, OpenGL ES, Visual Studio, Android Studio Well, it's a big topic. I'd even say HUGE. Here we'll need to decide how to build and render our scene/models, where we'll get our 3D models from, how we'll load, unpack and control them, which and how many shaders we […]