Starting godot development with a little help to…

Starting godot development with a little help to Michal Seta on his OSC addon. First impressions are fantastic! Godot’s architecture is prepared with indie programmer in mind: the engine is obviously open source, it is really easy to interact with the core classes of the engine, receive notifications of the main events, and childish to

Presentation of Tuning Games in London

We (Lisa Nelson, Florence Corin & I) presented the publication project (a book and 2 applications/games) about the work and practice of Lisa Nelson at Independent Dance in london. It was an important moment for the project: all the application were running fine, and we have been able to gather feedback form the public. Regarding

Visual environment of a C++ developper working on…

Visual environment of a C++ developper working on a server/client application: Oracle developper studio, terminator and clementine, for the upper-layer. Below: tortoise-hg (versioning, also available in oracle), firefox (stackoverflow, cpprefrence & time tracking system), riot desktop client in background and one or two file browser windows…

Second phase of the work sending the user…

Second phase of the work: sending the user inputs from client to server and process the interactions. There is still a small issue with the relative position on the screen of the client, to fix tomorrow, and implementing visual feedback in the client.

Always the same surprise when one application controls…

Always the same surprise when one application controls another! In this case, the application on the left is running on my workstation, receiving and visualising the position and rotations sent by the laptop on the right. The laptop is running the physical worlds. Tomorrow I’ll remount the mouse control in the client (the one on

Lisa Nelson, Pattern Recognistions: An Invitation to Play

Saturday, February 17 at 7 PM – 10 PM UTC, 85 St Georges Road, SE1 6ER London, United Kingdom Independent Dance and Siobhan Davies Dance are delighted to present an evening of Lisa Nelson’s solo dancing and a demonstration with her collaborators Baptiste Andrien and Florence Corin (Contredanse, Brussels), and François Zajéga. The event includes

Urho3D demo session Great work tested on windows…

Urho3D, demo session. Great work, tested on windows and osx. The end of the video is the discovery of the editor. Try out the samples. All examples: Links: sourceforge: https://sourceforge.net/projects/urho3d/ official: https://urho3d.github.io/

Switching to Ogre 2.1

Just compiled the latest version of Ogre, little guided tour of the samples showing the new features. First and one of the biggest improvement is the new PBR materials. Demo with 128 lights with baking. Demo of radiosity. Shadows definition. And terrain module, with modifiable sun position. There is some work to get this new

Testing different profiling tools on the engine Even…

Testing different profiling tools on the engine. Even if the performance analyzer seems very nice, plenty of graphics and tabs, i will keep on with valgrind for the moment, as it does what i need (memory leaks detection), and also because i get what it does much more easily than the tool of oracle! Valgrind,

Manipulation of gravity through a plumb line A…

Manipulation of gravity through a plumb line. A plumb line is a cross-cultural representation of the gravity vector ref. In this case, by manipulate it, you modify the world gravity. Even if it is the exact opposite of the common sense, i think the analogy is clear enough to avoid any explanation.

Cello Fortress Up to four players use controllers…

Cello Fortress, Up to four players use controllers to navigate their tank, using one stick to move and the other to shoot. They dodge bullets and attack the turrets. At the same time, the game analyses the notes played by the cellist, as picked up by a microphone. Aggressive notes activate the burst-cannons, dissonant chords

same video on peertube a bit more than…

(a bit more than a technical demo this time) After finishing the work on shadows, it was time to play with the different materials possibilities. To explain a bit what you are seeing: at the top left, the 3 textures containing the shadow maps; transparent walls (wireframes) are not take into account in the shadow