I learned BabylonJS’s GUI system and added some simple stuff. Like all things BabylonJS thus far, it was easier than I expected. This engine really is refreshing to use after having tried so many cumbersome, restrictive, and just plain tiresome alternatives.
All I’m doing with the menu for now is a “paused…” screen. Pretty important in a browser-based game, because it’s so easy for the game itself to lose focus. The user will frequently switch tabs, reload the page, etc.
Check out version 0.0.0.3 here.
The latest version is here, as always.
Made progress today. Updated to the latest version of Blender (my 3D modeling tool of choice) because I read that it supported exporting directly to the GLTF format, which is what BabylonJS uses. That fixed a lot of weird issues I was seeing when trying to import 3D models from older versions of Ladon.
Continue reading “Version 0.0.0.2”
I had to take another really long break from working on Ladon. But, for the moment, I’ve got time, motivation, and the opportunity to get back to work. So let’s go, once again.
Continue reading “Back Again, All New Again”
Color is something that you deal with constantly in games and any other form of digital art. There’s an endless amount of trivia on the subject. I thought I’d ramble a little about an important aspect of color that we didn’t learn in school.
Continue reading “The Dirty Little Secret of the Color Wheel”
While bringing Ladon’s code back from the dead, I decided to fix something that has been bugging me from the start. In fact, it has bugged me in pretty much every OOP project I’ve ever done. C++ and OOP in general were a revolution in programming that built on top of the traditional “procedural” paradigm. Instead of endless lines of procedural code that look like this:
Do this other thing!
Continue reading “A Component-Based System That Isn’t Awful”
I apologize to anyone following Ladon for not posting anything in a year. 2016 was easily the strangest year I’ve ever experienced. It was also easily the worst, but the details of it aren’t worth going into. I’ll just say that I’m happy it’s over. Life is crazy.
Ladon survived 2016, too, but just by a hair! There were several times when I doubted that I would have the motivation or even the opportunity to continue the project. It’s still here, though, and I’m more determined than ever to finish it. The code is updated to Unreal Engine’s latest release (4.15) and I even invented a new way to do component-based design. I’ll do a post about that soon.
If you’re one of the handful of readers of this blog, thanks for sticking around and I hope to have some great news to share with you very soon. Cheers to 2017.
Happy 2016, everyone.
So much work to do! We’re pretty much rebuilding Ladon from the ground up in the first months of 2016. I’m excited.
I had a nice conversation this morning with someone interested in learning game programming. He asked me a good question: “Can all programming languages do the same things?” That’s a pretty important question and the full, “true” answer probably lies hidden underneath many layers of mathematical theory. The short answer that I gave him was “Almost.” I think that’s a fair answer, but I decided to elaborate in a blog post, since the real answer is very complicated and might be interesting to anyone looking to be a programmer.
Continue reading “Are All Programming Languages Created Equal?”
If you’ve been reading this blog for a year or more, you might catch the sarcasm in the title of this post. Last December, I posted “Here Comes 2015,” which was all about the big things that were going to happen this year. It took a longer than I expected, but we got through it all and launched the Kickstarter, finally, in November.
Continue reading “Here Comes 2016”
The Ladon Device is finally going to make its debut on Kickstarter on November 11th at 11:00 AM. We’ve been working very long hours leading up to this. The game’s visuals are at the level we’ve wanted from the beginning, we have amazing vocal talent already recording story elements, Garrett‘s art is looking beautiful as Josh syncs it up with the narration, and the music we have to work with is way beyond what we had hoped for.
Continue reading “Kickstarter: 11/11”