Game Dev Diary 5: About Textures and 2D


After we finished the control schemas last time, it’s time to look a bit deeper into OpenGL.

Since we want to be able to build a basic UI, we will take a look at drawing 2D in OpenGL today. Also we will have a look at texturing our scene and UI elements.

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Game Developers Diary 2: The world is alive with the sound of OpenAL

In the last chapter we learned a bit of basic OpenGL functionality. While not enough, to be actually useful in a game, it got our appetite wet and gives a good base, from which to investigate further.

Today, we will mainly leave OpenGL behind and focus on the other second-most important user interface in games: Sound.

More to the point: Sound, using OpenAL. That choice is convenient for a few very simple reasons:

  • It’s available in nearly any possible target system
  • It’s open and rock solid
  • It’s very simple to understand
  • It has most of the basic features, you could want from a game sound interface

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Game Developers Diary 1: OpenGL and Cocoa

I am currently doing some basic research, how one could make games with basic OpenGL, OpenAL and system dependent libraries. At the end of which a simple multi-plattform game engine should be the goal.

I will post updates to the things I found out here, in form of a diary/tutorial as soon as I reached another milestone along the way.

Since I start developing on my Mac, we will also start supporting the Mac and move up from there.

Creating an OpenGL enabled application on OsX Lion

Our first project, to get a hand on OpenGL on the Mac, will be, to create a simple application, that draws a rotating cube inside a Cocoa View and behaves nicely with the system. It should work in Window-Mode and support the Lion’s way of doing fullscreen.
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