Category Archives: Dev Blog

There’s lots of text in a game, but there’s also a lot of languages in the world. Google Play and Apple both allow you to set properties for your game store releases for different regions when…

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Snap shot of some of the new #VerticesEngine features. Terrain Editing along with Screen Space reflections are two of the recent additions to the 3D side of our Cross Platform Game Engine. Click through the link…

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Every 3D application will have user interaction to some degree. But with the CPUs and GPUs these days, it’s easy to have 100’s or 1000’s of entities per scene, and if you want to do per-triangle…

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If a tree falls in the woods, but there’s no Camera Frustums around to see it, does it still get rendered?
Check out through the link how we implement Camera Frustum Culling to optimise 3D scenes within the #VerticesEngine.

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Getting AI’s Running in Metric Racer. RT gives a quick snap shot of all of it over at his dev blog.

This week I’ve posted about the experience of porting over from XNA under Windows too MonoGame under both Windows and Linux within a 2D Game. Porting 2D Game Play I’m working on two games at the…

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