At the moment the stuff i’m producing is like the bus service. Nothing for ages then loads all at once!!
Anyway in September I took a few weeks out of working for a change (and decided to work – FFS), I needed a bit of a break from the grind and for a long time i’d been meaning to write a game on the iPhone. I hadn’t written a game in years (well not since I wrote Flying Thingy Ma Jig in 4 hours) and things have moved on a bit. I decided that writing for the mobile devices would allow me to self publish and I could have control over it and stuff, which would be cool. I’d started documenting and even wrote this very brief intro blog but never published it until now.
— SNIP INTO THE PAST —
So lets clear something up I’ve never used OpenGL 2.0 ES, and i’ve also never written a shader as last time I used OpenGL it was all fixed pipeline (remind me to write a blog about that). There are a lot of new things for me to learn such as Vertex Buffers and Shaders and Programs and stuff. Over a 7 day period i’ve gone from nothing to a semi working flight sim with accelerometer controls which is pretty cool.
I could go into how all this was done with coding examples, but I think those are best kept till a later date as I think at the moment this code is a long way away from being high quality and i’d rather not have the world thinking i’m an idiot, instead i’m just going to attach a gallery as I took screen grabs as my code got better!! The next step is to calculate the tangents and binormals so I can give bump mapping a try, which should be exciting, well providing I can remember how to procedurally generate a bump map.
— SNIP TO THE PRESENT —
Oh and incase anybody is reading this and wondering what on earth Flying Thingy Ma Jig could be, here’s a link:
Clicky!!! (disclaimer – this took 4 hours! In javascript!)