Author Archives: metawrap

About metawrap

CTO Massive Interactive. Ex Computer Whiz Kid - Now Grumpy Old Guru.

The Game Progress Report #16

More work on the L-System generator/mutator/renderer. More work on basic image display. I can also now load hexagon patterns from Hexels via XML export files. And the game engine can now generate hexagon bitmaps from images. The effect I’m after with … Continue reading

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The Game Progress Report #15

Been doing some work under the hood optimising the hexagonal composition engine managed to more than quadruple the efficiency of rendering through various tricks and triangle magic and can still see plenty of room for improvement. PSM/XNA/MonoGame don’t have good alignment Re: … Continue reading

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The Game Progress Report #14

Improved rendering model, managed to crack 60+ fps on most platforms. Developed a culling algorithm, need to perfect it to reduce overlaps to zero which will allow me to take advantage of some nice rendering optimisations. More work on Playstation … Continue reading

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The Game Progress Report #13

Port to PS-Vita almost complete. I have some general mouse/touch multi-modal inputs to complete but the rendering port is almost complete.

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The Game Progress Report #12

This pulls together a few mini updates. In the last few months, (apart from moving house for the first time in 11 years.) I have… Ported the game engine to Xbox360 iOS OSX And a partial port to the PSVita. … Continue reading

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SteamOS, “The Model” and Why Everyone Wants to be Apple

So unless you have been living under a rock for the last few days you will know that Steam are launching an operating system based on Linux, and there there will be a set of rolling announcements this week that … Continue reading

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Game Engine Ported to Xbox360

Forgot to mention that I ported the game engine to Xbox360 last week. Joy!    

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