01 Sep 2010
Once again I used some music by bitbof and synced it to the amazing raymarching examples from Frank Reitberger. I used some kind of pseudo “beat detection” to detect patterns in the volume changes of the music. Basically it just listens for small, medium and high volume peaks. The volume changes are precalculated with Mr.doob’s python script and included as a large array. The beats are then mapped to the shader variables to alter the torus. If a medium beat or a large beat is detected the shader changes the definition of the implicit torus so that the hole scene looks a bit more dynamic.
See it live WebGL Demo
01 Aug 2010
I remixed the Iteration demo from noisurfm, rndmcnlly and kaflurbaleen. Music is from bitbof. Android and Java version made with LibGdx.
See it live: WebGL Demo
01 Jul 2010
“Mini sort of game” developed by Tobias, bitbof and me in 24h at the RedLion GameJam.
We used libgdx and Box2d. Thanks to libgdx this “game” runs on Android and Desktop PCs.
Features
- level loader via a monochrome image
- objects can be dragged
- parallax scrolling
01 Jun 2010
I updated the graphics:
The Light is a simple WebGL Game using Web Audio API/HTML5 Audio and the Fullscreen API.
game link
source code
The Light is calling you. Reach it but avoid the enemies.
01 Jun 2010
Update 2:
Here is the source code for the JNI bullet engine in libgdx. Only the lib for android is included, so it won’t run on desktop (compile the bullet lib if you need it).
Update:
I tried the c++ version of bullet over jni from here. This leads to an speed increase of around 10 times. For complex scenes this still doesn’t seem enough.
You can try the Apk on your device here.
At the moment libgdx only supports Box2D as a physics engine. So I tried JBullet and jinngine to test the performance of 3D physics engines.
Sadly the performance of both physic engines isn’t good on android. JBullet is too slow and with jinngine dalviks garbage collector goes nuts. But anyway, here are some screenshots and the jars.
JBullet: Milestone: ~1 FPS
Ragdoll example in jinngine: Milestone: ~10 FPS
After realizing that the tested 3D physics engines are too slow for android devices I tried Box2D (which is buildin in libgdx) in a 3D environment. Box2D seems to run fast enough (around 5ms/frame with 100 cubes) to be used in a real game. I will try that in the future…
Milestone: ~15fps at start and ~40fps if anything has settled