Mike MGarcia's Games Development Blog

A hobbyist Mobile/PC/Android/Console game development blog

Up to 2015, it was still relatively hard to get an ‘indie’ (bedroom/hobby coded game) onto a console.
The only exception being Android consoles (micro consoles), now just called AndroidTV boxes.

A while ago I found out about the Xbox One Dev Mode, which was launched in March 31 2016.
It basically turns any retail XBox One into a UWP device (Windows10) and you can target it via Visual Studio 2015 (community edition is free), Unity3D also has UWP support.

This feature, is still new, with UWP officially launching on XBox in 2017.
You need a DevCenter license (19USD once off) which lets you put apps on the Microsoft store.

When the XBox is in Dev Mode mode, it’s limited in memory and CPU’s it can use.

I’m not interested in using C# nor DirectX, but there is a Microsoft openGL wrapper called Angle which is in C++ and supports UWP.

This is pretty good of Microsoft to do this!

Sony unfortunately, doesn’t have a real ‘indie’ friendly platform, requiring a business entity.

More Info:
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Urho3D editor info

1 Jan 2016 In: GameDev, PC

Official documentation here:

Well documented here also:

Originally posted: 29 Sep 2014


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


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


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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Physics ball/maze games

I haven’t had much time to program my ball/maze physics game, using Gameplay3d C++ framework/engine.

Here was my first video, Feb 24, 2014

Here I set up the basic programming of the block physics.
The blocks are generated via code and UV mapped with a texture.
The maze is just an array of 0’s and 1’s, the 1’s being a static block 0’s being a physics block which reacts with the static blocks.
The blocks are inserted into a parent node based on the array and then rotated.
It’s a quick and dirty way of getting a level up and running.

And my latest video, Mar 4, 2014

I added a generated ball with a participle trail and controls to move the camera.

Future work
In the (hopeful) near future I plan on:
Do better static and movable blocks using Shade3D for Unity.
Use a level design tool like Tiled.

Why Windows XP is still relevant

After watching Valve’s video on porting games to openGL:
Strangely to me, their main reason for them to concentrate on openGL (rather then DirectX) is not so much the mobile platform but the desktop landscape.

I find Valve very forward thinking.
They can see other platforms emerging and converging (Android is a real threat to PC desktop).
To remain relevant, Valve is focusing on anything PC, this includes helping develop the Oculus Rift - Virtual Reality Headset, expanding their Steam ecosystem services (very much like to google play store) and supporting Linux and even Windows XP.

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