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.
I haven’t had much time to program my ball/maze physics game, using Gameplay3d C++ framework/engine.
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.
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.
After my first post about Shade3D for Unity, a few people asked me to make a tutorial on Shade3d, so here’s a quick and basic one.
I’m still learning Shade3D, so bear with me.
I’ll eventually upgrade to basic for exporting normals, rendering out and other goodies.
The video has no audio, so below is a walk through of what I’m doing.
At the end of the video I show rendering features and the detachable windows.