For the impatient, The M.O.J.O is a small Android gaming console with PC capacities.
Made up of two completely separate, high-end mobile devices.
But when put together it’s pure genius and revolutionary!
Unofficially it also supports more because it’s open sourced.
IE: linux ARM devices like openpandora, the Linux single-board computers like the Raspberry Pi, beagleboard, Arduino etc and phones like the Nokia N9 & N900
Windows phone support has been done by somebody in the community.
Gameplay3D is mainly targeted at mobile devices and this is the lowest common denominator.
This means no advanced GPU features like dynamic shadowing, geometry shaders etc.
On the up side, Gameplay3D has a flexible interface for mobiles/tablets already built in!
This includes virtual gamepad (joysticks and buttons), gestures and basic User Interface (forms/tick boxs/radio buttons/buttons/sliders etc) - see all the features on their site.
Some game engines which target mobile do not implement these, leaving the developer to reinvent the wheel!
The engine is led by Sean Paul Taylor, sgrenier and dgough from RIM’s Blackberry.
With contributions from the community.
Obviously, the benefit for RIM is that they will hopefully get your game on it’s Blackberry devices too!
There is no requirement for the game developer to be on BB devices nor to advertise their engine.
However, there are minor parts of Gameplay3D which haven’t been completed for iOS nor Android while BB’s implementation is there.
For example gamepad support, here is the open issue listing.
I guess this is fair enough, as they don’t work for iOS nor Android so the community can step in and submit these.
The source code is hosted on RIM’s github
With two branches, master(Current release) and next(Future release).
It doesn’t have all the flashy bells and whistles of more larger game engines.
It currently has no editor (like Unity 3D), instead adopting the philosophy that the 3d creation tool is the game editor.
This means, you are relying on your asset creation package for assets but also scene (level) design/layout etc.
This is actually very intuitive and closer to how larger game companies create their levels using Maya (bigger companies develop their own tools & formats).
If you interested in Gameplay3D, here is a good video intro:
And also watch this GDC presentation by the creators for a lower level understanding.
Let’s start by looking at 3D asset creation.
The Elk show is a raw glimpse into indie game development.
He’s a master of Fragmotion, deleD and Coopercube & Esenthel game engines.
His videos are an entertaining mix of tutorial, funny banter and full of personality!
He’s up and coming title Exciled Dimensions,is a larger, group effort using the tech advanced Esenthel game engine.
It is a Free To Play, online Role-Playing game with the beta release due soon.
The graphics are really psychedelic!
Click here for more info on Exciled Dimensions
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It’s expensive but not when you look at the hardware, it’s well worth the money:
Game assets are a very important part of any game development!
The easier you can make it the better right?
Well, that means good modeling features and a scriptable pipeline/workflow!
Shade 3D for Unity, has these and does the basics very well and for free!
Why is FBX important?
FBX has been a GameDev industry standard since Maya/AutoDesk bought it and developed it further.
The format includes everything! simple (relatively) and the SDK is free.
Unfortunately for Blender users, the FBX exporter isn’t 100% and some game engines (like gameplay3D) have tight coupling to FBX.
Above is a screen shot of the racer demo from gameplay3D, it’s has 631 objects (117K polygons!).
Click the image to see it larger.
Not just the technical and creative aspects but also the financial side!
When living of savings or part-time income, it’s important to watch were your money goes!
Here are my tips on how I made my ‘Cut backs’
Good thing I’ve got these notes!
Looking at the sense today, it still looks active:
http://www.psxdev.net/ has annual comps!
I had the newsgroup archived… somewhere :(
Most of my low-res B/W textures were taken on the gameboy camera!
This is/was me!
Here’s a good video explaining what it was, remember this is back in 1997, the peak of the Playstation’s life!
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