Monthly Archives: December 2015
libGDX Game Jam

So the amazing libGDX game library is having a game jam. With Ava falling to the side due to lack of interest, I decided to “participate”. I am supposed to announce my participation and keep a Dev LogĀ  on my progress. I’m also supposed make the code public. I’ve done none of those things. I just had this great idea that fit the theme of “Life In Space” and I didn’t feel like sharing it straight away. So far I’ve put in around 40 hours into the project. I started Sunday morning and have been working on it for around 7 hours a day since. I worked even through Christmas. I’ll post more on it when I have the game to a completed state. This has been my first major experience using not libGDX but Scala. I learned Java as my first language, and after learning C++, I can see its weaknesses. Scala fixes those problems and adds many new features to boot. I’ll post more later.

Ava Engine: Update 4

It has been a really long time since I posted info on my website. Almost an entire month. The reason was a combination of things. Tons of programming assignments and finals hit all at the same time. I also ran into some troubles with Ava. Namely, frame buffer objects. I wanted to have True Type Font support, which isn’t hard to do, but I wanted to be able to transform the text. Rather than do the math on how to draw the text already transformed, I thought to use render textures, aka frame buffer objects. As you can see, the smiley face is 2D in a 3D environment. He is actually a FBO. The black background behind it is what is giving me trouble, I can’t remove it. In other news though, I have a ton of new features.

 

Features


  • Specular Textures
  • Emission Textures
  • Model Loading
  • Render Textures
  • Ambient Lights
  • Spot Lights
  • Directional Lights

Ava1

Ava2

This post is rushed because I have new stuff I want to talk about. See Ya Later!