I published some of the utility code for Gamma Void on github under the MIT License. This is not intended to be a packaged library, but rather a collection of useful snippets that would have saved me a lot of time if I had found them in a github repository somewhere. The repository contains about 10k lines of code, about a fifth of the total Gamma Void source, and pretty much all the code that is not game-specific.
- polygon intersections, interpolation, vector helpers, ternary digits, and more in Geometry.h
- fast 2d spacial hash in SpacialHash.h
- a class ‘lstring’ for fast symbol manipulation and easy to use string utils in Str.h
- ‘copy_ptr’ and ‘watch_ptr’ smart pointers for managing sparse structs and automatically nulling object references on deletion, respectively, in stl_ext.h
- C++ wrappers for OpenGL buffers and polygon drawing code in Graphics.h
- Fast shader powered particle system in Particles.h
- Color transformation utilities in RGB.h
- mac/win/linux platform layer in Outlaws.h (implementations in ‘os’ directory)
I’m going to be at the Game Developer Conference in San Francisco from March 17th to March 21st. If anyone wants to see a demo of Gamma Void or just grab a beer – send me an email!
The time for beaming screenshots into the aethernet has arrived again. It’s screenshot friday afternoon!
There are some new screenshots of Gamma Void on my screenshot saturday reddit post, this week featuring a bunch of content from alpha testers on the forum and some especially cool glitches.
The first wave of alpha builds have been sent out, and lots of bugs have been discovered already!
If you are interested in alpha testing, please send an email to email@example.com requesting access. Everyone is welcome!
Update: We now have an IndieDB profile: http://www.indiedb.com/games/gamma-void. The game is called “Gamma Void.”
We got some great coverage over at Indie Game Enthusiast after the showcase!
Also one of my playtesters built a pretty bad ass ship. This is a great example of what you can do at max level!
The gamedev subreddit is having an indie developer showcase today! There are lots of great looking games and devs eager to answer questions.
There are some new screenshot gifs on my post, and I’ll be answering questions intermittently all day.
a ship reassembles itself after heavy damage
Peter Brown, aka Peaks, has been hard at work making a soundtrack for the game and produced a new gameplay video to show off one of his tracks!
You can hear more of his work, including his self titled EP, at soundcloud.com/peakssound.
How large of ships can our engine support? Pretty large. One of my favorite things about game development (really just about computers) is seeing simple rules give rise to complex and beautiful phenomena.
For example, making a huge grid of 2000 railguns and then firing them towards the center of the ship makes a really cool dragon starburst pattern. Each turret rotates to track the cursor, but at a limited speed, so the turrets make a cool rippling effect when the mouse is moved.
Futher down the same ship engages a fleet of doomed red-orange ships. Presumably they are to busy trying to dodge do enjoy the nice sweeping pattern of the projectiles.