On Game Development
Unity: Evaluation Part 3
by PhoenixGames on Sep.11, 2016, under On Game Development, Software Engines, Tutorials
I have just spent a little over a day working on the scripting side of Unity, and I have achieved something that I feared would take weeks to complete. Not only did I successfully implement raycasting, but I was also able to create a polygon from code, texture it, and apply a collision mesh. These […]
Unity: Evaluation Part 2
by PhoenixGames on Sep.11, 2016, under On Game Development, Software Engines, Tutorials
I have completed a simple art Demo in Unity. This is a very basic demo of the standard features of the Unity editor, plus some assets from the asset store. I have not created any art for this demo. I think the near photorealistic nature of even the standard Unity tools is staggering, and the sheer […]
Unity: Evaluation
by PhoenixGames on Sep.11, 2016, under On Game Development, Software Engines, Tutorials
I have decided to begin evaluating the Unity game engine, after spending some time with Unreal a few months ago. I found Unreal to be quite difficult to use, and the Blueprint scripting system wasn’t to my liking. Unity, by contrast, seems to be much more user friendly, and I seem to be able to […]
Oculus Rift: First Impressions
by PhoenixGames on Jun.19, 2016, under Musings, On Game Development
I have recently received my Oculus Rift CV1, and I’d like to document my first impressions of it. I haven’t used any other virtual reality hardware at all, except for some of those 3D glasses and very basic head mounted displays that were available years ago. Even during setup of the Oculus, while I was […]
On the Benefits of Normal Mapping
by PhoenixGames on Apr.17, 2016, under On Game Development, Software and Games
I have begun working on the art for P167, which includes both modelling and texturing. This has been my first opportunity to generate normal maps for my art assets, and the results are spectacular. Strictly speaking, normal maps should be generated from a high-poly mesh and mapped onto a low-poly mesh. However, the models that […]
Drawing 4-Dimensional Shapes
by PhoenixGames on Mar.15, 2016, under Concepts, On Game Development, Software and Games, Uncategorized
I have always had a great interest in multi-dimensional shapes. The idea that there could be a whole “dimension” of space that exists in dimensions beyond those that we can see is fascinating. Human beings are used to seeing in three dimensions, length, breadth, and depth. In computer graphics these are generally labelled as X,Y, and […]
Horror Gaming on the Oculus Rift
by PhoenixGames on Mar.05, 2016, under Musings, On Game Development, Software and Games
I have been intrigued by several of the very innovative horror games released recently. Some of these are designed for the Oculus Platform (Slender: The Arrival, Alien Isolation) and some are not (Five Nights at Freddy’s, Emily Wants to Play). These games are very often developed by independent or small-scale studios or individuals, and often […]
New Torque Forum
by PhoenixGames on Feb.14, 2016, under News, On Game Development, Uncategorized
The garagegames community have launched a new forum HERE. This forums seems to have replaced the previous one, which had been having problems with spam for some time. The new forum is actively moderated and spam free, and seems to have taken over the brunt of the Torque related discussion from the previous forum.
P-0: Virtual World Concept: Ideas and Gameplay mechanics (Part 1)
by PhoenixGames on Jan.19, 2016, under Astral Realms, On Game Development, P-0, Software and Games, Spiritus Astrum
Phoenix Game Development P-0 Virtual World 19-1-2016 Introduction The goal behind my main project (for which I also developed my Spherical Terrain) is to create a virtual world with unparalleled realism. I have done extensive research on and off over a number of years to this end, and I think there are a number of […]
Game Engine Comparison: T3D Vs Unity 3D
by PhoenixGames on Dec.27, 2015, under On Game Development, Software and Games, Software Engines
After coming up against a number of severe problems with the Spherical Terrain Implementation that I have been working on (P152) I have given serious thought to changing to a different engine. I have been a loyal Torque follower for about 12 years now, and I have never used any other engine, however, the Unity […]