The Orx community is pleased to announce the 1.16 release.
There are quite a few changes in this release, one of the more exciting is the introduction of HTML5/Web as a supported platform.
Here are some highlights:
- HTML5/Web
is now a supported platform!
- TrueType/OpenType
fonts are now supported at …
We are pleased to announce the release of Matali Physics 6.9, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.9 introduces a number of improvements and fixes to Matali Physics Core, Matali Render and Matali Games modules, presents physics-drive…
pbivens67 said:
Is this code a good start?
Looks good to me.
A few tips:
Do not use integer numbers. Use float. It's not really possible to model acceleration with integers. You need real numbers.
(To do so on 8 bit computers which did not have real numbers, they had emulated it using fixed point math. …
That's very awesome. Thank you, man.
So I went with a hybrid approach:
static float lastTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f; // Convert to seconds
float currentTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
const float d = 1.0 / FPS;
DT = currentTime - lastTime;
if (DT > d)
{
simulationStep();
GLOBAL_TIME += DT;
lastTime…
@danilashalin05 , the Games Career Development forum is for advice-seeking about obtaining a job. Not for announcements about your existence and availability for job opportunities. Accordingly, your post has been moved to the Your Announcements board. Before posting again, please familiarize yourse…
Hi @Aulipe,
I came across your Akolyta project, and I’m excited about the opportunity to collaborate with your team. While I specialize in Unity development, I believe my skills can add value to your project, particularly with gameplay mechanics, performance optimization, and UI/UX features.
Here’s w…
This was a decent week for progress.
Moved to gpu skinning because I felt the lag in debug mode. All better now.
Tried a couple of modern state machines from github and codeProject to maybe improve input handling which was something of a fail.
It just wasn't better than the bitfield system…
We are pleased to announce the release of Matali Physics 6.8, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.8 introduces a number of improvements and fixes to Matali Physics Core, Matali Render and Matali Games modules, presents movable actio…
This is my second “abandoning” article (also see “Abandoning Vulkan”) so it needs to be mentioned that I am all for trying new things and not sticking to a single programming language or technology in general. As was the case with the Vulkan API, before deciding to write this text as the conclusion…
We are pleased to announce the release of Matali Physics 6.7, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.7 introduces a number of improvements and fixes to Matali Physics Core, Matali Render, Matali Content and Matali Games modules, presen…
Continued from the previous video, this explores the more advanced features of c++ code variables exposed to blueprint/editor. This covers some meta specifiers, categories, etc. And how to use the engines source code to quickly find examples on more advanced features.
0:00 Meta Keyword
0:14 Display N…
OpenGL procedural terrain.
Here is a smalll list of some of the techniques I used here:
. tessellation shaders
. trilinear texture mapping
. 2D billboards
. displacement mapping
. wind animation using noise texture
. HDR
. advanced bloom via downsampling
Please, test my guide and write if something is wrong: How to run SDL3 app on Web with WebAssembly on Windows