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A Net Yaroze Member - Looking back and forward

So I’m working on a Net Yaroze game now (abbreviated to NY or Yaroze for short).
And as a Net Yaroze member, I have access to the old Sony newsgroups which I search when I get stuck in the hope of finding answers, which I normally do.. and sometimes it’s even my past self! lol! :/ doh!

Well… today I came across something worth sharing, see newsgroup post below.
Here’s a Commodore 64 intro I coded up on the Net Yaroze:

To the un-aficionados, The Net Yaroze, was the only game console, hobbyist development system, with an official retail release.

Now, If you look even closer at that list, the only other “true” 3D console in the same era/generation was the Nintendo 64! - 3D console games were still very new in the mid 90s.
Not only that, but it didn’t require assembly! (programming directly to the hardware)
It was programmed in higher level languages such as C/C++, Lisp and I’m sure others.
This was very important, as it allowed for easy porting (portability) from other non-assembly platforms ie DOS/Mac/other 32bit machines because it didn’t talk natively to any hardware.
It’s also a lot easier to read and write code and develop for and at that time C/C++ was being taught in universities anyway (before Java).

10 Years prior, when the 8-bit computers were in homes, their manuals included an explanation on how to develop for it, most commonly in basic.
But people taught themselves assembly and coded games and released them to the public.

Wikipedia says that the Develo PC Engine development accessory predates it, but it’s not a development kit.
A development kit includes a target device to run the actual target builds on, commonly a PC daughter board or a seperate unit.

So the idea wasn’t completely new, except it was the first gaming console to do it and the last unfortunately (XNA/PSVita aren’t retail hardware kits and the HYDRA kit isn’t a console, it’s a kit), .
But I still find it strange because at the time (mid 90’s) the idea of the ‘bedroom indie game developer’ was fading fast in popularity with the 16-bit micros and PC computers.
Mostly because games required better art assets and more complex logic, which one person couldn’t do as a hobby in a timely manner (a few weeks).
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Links Net Yaroze & PSXDEV related material.

General feeds

My Net Yaroze related pages

Great interviews of Net Yaroze members

Youtube feeds: Yaroze PSXDEV

Tweeter feeds: Yaroze PSXDEV


Development stuff

I use code::blocks I did some videos on how I set it up here:
CZ4nDRvUsAAkfXj.jpg:large

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The Net Yaroze (which means, Let’s do it in Japanese) is was an official hobbyist programmable Playstation from Sony (SCEE).
It was launch in 1997, and I remember reading about it in a Playstation magazine, it was $750 US about $1400 AUD.
back2.jpg

At that time I just started programming part-time, and I wasn’t sure I could do it.
In 1998 I started a Diploma in programming and in March 1999, I had a Net Yaroze! (I still have my acceptance letter in my CV!)

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Urho3D editor info

1 Jan 2016 In: GameDev, PC

Official documentation here:
http://urho3d.github.io/documentation/1.5/_editor_instructions.html

Well documented here also:
http://darkdove.proboards.com/thread/15/urho3d-editor-simple-guide


Originally posted: 29 Sep 2014

http://web.archive.org/web/20150415194611/http://mgarcia.org/2014/09/29/urho3d-tracing-hello-world/

Urho3D C++ basics

Here are my notes about learn Urho3D engine.
The C++ is complex even for a non C++ programmer, ie Template functions.

I will trace the 01_HelloWorld sample which simply prints hello world to the screen while the helper class ‘Sample’ does a lot more.
You can view the code of this sample online here.

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Originally posted: 29 Sep 2014

http://web.archive.org/web/20150415133148/http://mgarcia.org/2014/09/29/urho3d-install-guide/comments/#comments

Urho3D Install tricks and tips


This guide is based on my install of Urho3D 1.3.1 on a 32bit Mint Linux.
It should be understandable for other linux distros and windows, ie just use the .bat file instead of the .sh files.

These are my quick notes while testing Urho3D, the details are in the links.
I don’t do any of this for a living ie gamedev, linux, cmake, nor C++, so if you find mistakes, please let me know.

I believe in having (all!) the source code, but you can install Urho3D as a prebuilt library.

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Gameplay3D vs Urho3D

12 Sep 2015 In: GameDev, PC

Originally posted: 29 Sep 2014

http://web.archive.org/web/20150416141713/http://mgarcia.org/2014/09/29/gameplay3d-vs-urho3d/comments/#comments

Choose your game engine wisely Part2!


Firstly, both are great, open source, multi-platform game engines!
Each having their dedicated and inspiring leaders and respective communities.
But after some thought and a year with GP3D, I’m considering moving on to the Urho3D engine.

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