About

I'm a software engineer who works on game development part time. I teach game development (on gamedev.stackexchange.com and lynda.com). I'm always working on something, and I'll post updates here. Let me know if there's a game development topic you want to know more about, I probably know the answer, or at least where to get one.

Development screens

8 comments:

  1. Wow, this looks promising. All this DF weaponization can finally be gazed upon in realtime 3d. Can't wait for magma-based traps and the like.

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    1. Thanks :). I am excited to start working on modeling all the weapons, gadgets and traps. I'll have to get the basics in place first however. Thanks for your interest.

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  2. Keep up the good work, inspirational.

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    1. Thanks Josh. If you think the art is good, you should see the code!

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  3. Absolutely awesome stuff! Blimey! DirectX / OpenGL or not platform dependant?

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    1. Thanks! I refer you to an old post that covers the technology used: http://www.byte56.com/2011/07/what-language-is-age-of-goblins-written.html

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  4. keep on working dont stop :)

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  5. I had a few question on your bullet implementation of this game. I am looking at a more efficient way to convert my voxel based maps into bullets interface. I currently am taking the map converting it to a obj file and then telling bullet it is a large mesh. This takes several seconds of load time at the beginning of map load, and then has to recalculate every time the map loads.

    thanx
    chasester

    chasester123@gmail.com

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