Future Donkey Engine Upgrate: Physics

August 28, 2012 at 10:10 am (Computer Science, Games, Graphics, Processing, Programming) (, , , , )

So I’ve been fooling around with Box2D Using Shiffman’s PBox2D wrapper for Processing (P5). The link to the API is here:


It’s a very nice wrapper for a very nice API. Well, it’s nice now; I think I remember trying to use JBox2D (Java wrapper for Box2D), and it wasn’t full implemented. Anyway! it works now and it works great. Keep in mind, if you stumble on Daniel Shiffman’s Nature of Code guide, it’s out of date so don’t rely on it. Instead, use the examples bundled with the library. It makes some breaking API changes and you’ll pull your hair out trying to figure out why “PBox2d” is not found (spoiler alert: it’s called “PBox2D” now).

I’ll be putting together some more demo code before I try to integrate it with my Paper Donkey Engine. I’m pretty excited though as it opens a whole new area of games that are feasible with the engine! I had an existing physics engine I rolled myself, but this is much nicer and MUCH faster than what I was using.

Stay on the line.

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Independent Game Dev Woes

April 25, 2012 at 5:28 pm (Art, Computer Science, Games, Graphics, Processing, Programming, Unity) (, )

So I have this massive list of game ideas and designs that I work on from time to time. Lately, I’ve been putting a fair bit of attention to them again, and I even have playable game demos for them. However, I keep hitting bottlenecks; lately a lack of game art. I’ve been using placeholder art for some parts, and I’ve made my own for other parts, but I don’t have licenses for software to generate the amount of art I need for even basic demos, etc. I have experience with Maya for example, but alternative modeling suites are pure trash. In Unity, I’ve had to use cubes, etc. for enemies and geometry, but now that the gameplay works fine, I need better stuff if I’m going to have a chance of pitching it, selling it, or having anybody play it. Plenty of people out there will say that as long as there’s good gameplay, then the graphics don’t matter, but that’s a lie. Everything about human psychology says that first impressions are lasting impressions. I suppose this is a bit of a rant since it is frustrating to get stuck so often because of the same silly bottlenecks. Any suggestions?

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New series: A look at my favourite games

January 18, 2012 at 2:10 pm (Games) (, , , , , , , , )

So in the shower this morning I decided I felt like ranting about some of my favourite video games. So in the next little while, I will be posting about some of my favourite games! (surprise!), and why I think they’re better than anything you play. They will range from the Amiga era to current generation games and are in no particular order.

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Game Engine Level Editor

June 4, 2011 at 1:05 am (Games, Graphics) (, , , , , , , )

So I took a look at the game engine I wrote last year and I decided to make a level editor for it. So far you can specify a map size and paint tiles and walls on it. There will be a way to add nodes as well for different things in the levels soon as well. Also, I wrote a new, fancy GUI system for the engine too for menus. In addition to this, I fixed the lag issue the engine had; apparently the default 3D renderer doesn’t use OpenGL, so I changed it and now I get 60 frames per second. New tilesets can be added to the editor by just dragging them onto the window.

Here’s a screenshot:


Update: June 6, 2011

I have added new features: Floor-walls (these are walls that make the floor look thicker) and collision boundaries. I’ve also added an algorithm for optimizing the collision boundaries. It will join together adjacent boundaries to make collision testing faster.

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