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Monday, April 5, 2010

iPad is OUT!

Apple finally released there iPad!

As an indie game developer, I'm not impressed. In fact, I've always viewed the computer as a much more attractive platform. Today's computer hardware, CPU's, and keyboard/mouse control schemes, allow for a wide variety of games to be developed.

For instance, most iPhone games aren't first person shooters or aerial combat games *cough* Canine Combat *cough*. I see no reason for the iPad to change this. (Yes, I realize there are shooters for iPhone/iPad but most are 2D side-scrollers and not 3D masterpieces)

I understand that there are those who will always want to have the latest gadgets, and that's fine for them. But as a developer, I want to create the biggest indie games for the platform where I will have the most fun on.

Saturday, April 3, 2010

WebGL Experiments

Over the past few days, I've been doing some experiments with WebGL. For those that haven't head, WebGL is part of the new HTML 5 standard. It allows for native, 3D graphics inside a webbrowser (without the use of plugins).

Currently, the big browsers (Chrome, FireFox, IE, etc) have not released official support for WebGL. The only way to access the new technology is if you download the development versions of those said browsers.

Using Chromium, I managed to setup an running example of WebGL powered by Google Web Toolkit. The program was basically 1 spinning triangle:



This simple program ran at a constant 220-250 frames-per-second. Not bad you say...but wait, there's more.

The machine I was running it on has duel NVIDIA GeForce GTX 280's inside as well as 4 Intel Core i7 Processors. I can only image that those with more "average" system specs might only achieve an FPS of 30-60.

And remember, where talking about ONE spinning triangle. Sure, it looks cool, but imagine adding physics, textures, pathfinding, menus, MULTIPLAYER, etc.

I realize this is an early version of WebGL, but still... Take a look at my current game, Canine Combat:



It's rendering terrain, a skybox, high-poly modles, calculating physics and collision, and (running on the exact same system) is performing at 900 frames a second.

Its not WebGL itself that is slow, but the fact that you have to write it in javascript, which is inherently slow. For now, Flash will retain it's place as the leading technology in online games.

Thursday, April 1, 2010

Goodbye Gribble Games

Well, as much as it pains me, I can no longer develop for Gribble Games. As of tomorrow, you will not be able to access GribbleGames.com anymore.

I'm sorry to all the fans who've been let down.

I encourage you to follow this link to read more
.

PS: APRIL FOOLS