Hello All,
We wanted to take this opportunity to introduce ourselves and release a few interesting code samples for use with the Gideros SDK. Those of you who follow Gideros on Twitter may have already seen the Raycasting demo link tweeted - we hadn't anticipated anyone would find it in the week leading up to launching our site - but that's the internet for you
I won't go into too many details here as you can read more about us and the samples on our site. What I will say though is until recently we were set to create our first project with Corona but switched to working with Gideros. As part of that transition, I ported a number of code samples originally created for the Corona SDK to explore Gideros and get a feel for working with it.
Two of the most interesting are the Raycasting Engine and 3D Object Engine demos.
Raycasting EngineYou can follow the link to read more about about the port and download the source code [
here]
3D Object EngineYou can find out more and download the source code [
here]
We will be releasing more samples and updates on our current project over the coming months. Check out the site for various way of following us (Twitter, Facebook, Tumblr, and so on). If you have any questions, please feel free to contact us via the forums here or (preferably) our site.
- BiorhythmGames
www.biorhythmgames.com
Comments
Website: http://www.castlegateinteractive.com
https://play.google.com/store/apps/developer?id=Castlegate+Interactive
as already said by @scouser: coooooooool !!!!!!!!!!!!!!!!!! =D>
www.tntengine.com
just a question about raycast demo sources...
I noticed that you use sinTable and cosTable as precalculated sin/cos values...
you noticed a performance improvement?
just curios...
i also tried to uses precalculated tables but it seems that on many devices is slower...
what do you think ?
www.tntengine.com
I don't know if you've seen it, but I used a similar technique (single slice across a texture) to create some old skool - sine wobble graphical effects, it's quite a neat trick to use.
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
@GregBUG: The original optimising was done while testing on the Corona simulator. I did notice an increase in frame rate at the time, although cannot recall how much. Due to Coronas licensing, we never deployed it to a device to test properly - so I'm not sure on the overal benefit (if any) it yeilded on actual hardware. Since putting together the Gideros port, I haven't bothered looking at ways to optimise it further. Table access is certainly something to be wary of, especially in lua. If I get time, I will run a few tests with and without the precalculated tables and let you know.
@techdojo: Sounds great! - Our team (especially myself) has it's roots in the demo scene from as far back as the C64. The first sample I put together with Corona (and then ported to Gideros) was a classic plasma demo effect. Demo scene music is also high on our playlists during a coding session
http://giderosmobile.com/forum/discussion/comment/5026#Comment_5026
Too much 8bit geeks in this forum!
Dislikes: chipster123
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill