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Adventures in Game Development Chapter 17 Part 2

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Uploaded by on Aug 13, 2010

Indie Game Development Journal
http://elysianshadows.com
http://dualthreatstudios.com

Part 1 - http://www.youtube.com/watch?v=2vf0NAQxMlI
Part 2 - http://www.youtube.com/watch?v=eNfXs51uflI
Part 3 - http://www.youtube.com/watch?v=hONsn6gzm9U
Part 4 - http://www.youtube.com/watch?v=Bn7orfVadaA

So after a year and a half, the Adventures in Game Development finally returns with Chapter 17. The team has spent quite a bit of time with Tyler, James, and Jarrod coding all night, abusing caffeine (and beer), and pursuing our passions. It is with this spirit that we finally feel comfortable resurrecting our original series in all of its crude, uncensored, game development goodness.

Please welcome Tyler Rogers to the Elysian Shadows team. He will be contributing to the SDK in the form of scripting (and quality assurance, haha) as well as storyline development.

Please welcome Dual-Threat studios to the Adventures in Game Development. We are extraordinarily pleased to be working with such talented, passionate, and driven individuals. We also think that they will help spice up AiGD and prevent Marcel and Falco from drawing you guys in our technical mindfuckery.

On the ES front, the team has gone rogue and is now supporting Apple products with its engine/SDK... along with Windows, Dreamcast, and PSP.


Marcel has launched a brand new "Toolkit" for the ES SDK written in C++ and using QT. With this new toolkit, the engine and editor are able to share a code base for asset loading. This framework is called the "Joint AssetIO Framework." We are also introduced to the mechanism for capturing debug output of critical loading/saving routines within this framework.

Team Dual-Threat introduces our viewers to the Unity3D engine as well as its component system (along with a comparison to a hierarchal approach). They also show off two of their productions: Prime8 Shooter and Prime8 Racing. Finally, they unveil their most secret of projects "Project Root" at 5AM ... and fall asleep.

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Uploader Comments (GyroVorbis)

  • Hey Marcel, I was wondering: do you use the engine's drawing functions (and therefore QGLWidget) or you did it using QPainter or something like that?

  • @bbgstb THAT is a hella good question. Originally, we were going to use a QGL widget with the engine's rendering functionality, but QT's built-in selection paradigm with QGraphicsItems is just so powerful that we've tried to stick with using it. Our actual implementation is quite elaborate, considering we can have a 200x200 map of 4 layers (that's a shitload of items). It takes some work for performance, but the benefits of the QT framework outweigh the downsides.

  • weak game :(

  • @pghg022 This episode showcased an engine, not a game. Weak comment. :(

  • is there any good alternatives to xcode? I am really jonesin for a mac compiler up to the standards of VC++...

  • @1080arts: I honestly have yet to find one. XCode was a nightmare for me at first, but now that I'm used to it I don't mind it nearly as much. I'm still a Visual Studio kinda guy, though.

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All Comments (88)

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  • This is looking great! Are you still working in it? And are you planning in doing a new episode?

  • the viagra clock 5:55 lol

  • @GyroVorbis any demo for Dreamcast?

  • How are libGyro and the platform dependent parts built (.lib or DLL)? I was curious, as I've run into the same problem. I was able to minimize it to a single factory class that returned a platform dependent implementation based on an #ifdef block.

  • youy guys inspire me to code )))

  • Were you in dawsons creek?

  • Where is PETER??? What happened to him? Answer soon pls.

  • 5:20 the look on his face.... priceless xD

    but that looks very nice!

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