Tutorial: Using luabind to integrate Lua with C/C++ (pt.1)

For this iDevBlogADay post I will show you how I’m using luabind with iOS and what did I have to do in order to build it properly.

In the last article for iDevBlogADay, some libraries and options to integrate Lua to a Game/Game Engine where mentioned and even discussed a bit. Of the listed options, I ended up using luabind. Several people has asked me how does it work, and I pretend to cover the bases here. :D

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Thoughts about scripting languages in Game Engines

In this article for iDevBlogADay I pretend to discuss how Game Engine scripting has been working out for us, what are we trying to do with it and how. This is a very sensitive topic and there are lot’s of different opinions on it.

I think that I can safely say that there’s no perfect answer to this question, each Game Engine is different and solves different problems in different ways, so the engine design does vary greatly from engine to engine (even though a lot of principles are shared from engine to engine). In the following lines, I pretend to present a bit of my evolution on Engine Scripting and also present some “tips” that I’ve learned  on this road.

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What is Gando Games ?

Hello again, for this iDevBlogADay post I want to take a little break from technical articles to talk you a bit about what are we doing here at Gando Games, and  tell you a little of our rather short history.

Gando Games was born about one year ago, I ( Nicolas ) wanted to do Game Development since I had been doing it on my own for about a year. I produced several prototypes for iPhone/iPod Touch, and even if I felt that I was learning quite a bit, I could see that to produce something more polished I was going to need help ( at least in the art department :) ). That’s when I talked with my old friend Pablo. I’ve known Pablo since I was 6 years old, we met in Kinder Garden!. Pablo has a Bachelor Degree in Fine Arts, and when I started thinking about something like an Art Director for Gando Games I knew that he was the right guy for the Job, I mean, not a lot of artists have played Diablo II 24/7 for months, same could be said for a lot of Games like Warcraft III, Quake II, Quake III, Mortal Kombat, etc.

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Game Event handling – part 2

Hello again fellow readers, this is the second part of the Game Event Handling series for iDevBlogADay. In the last article we discussed what where Game Events, why are they important, and we ended up tossing-up a very simple yet not very effective (maybe effective enough for small games…) event handling system. On this second part, I would like to present a different and more flexible design.

The model that I presented previously, could work for small games but had issues if we where thinking about medium-large scale games. The design could also be improved to allow more flexibility and facilitate rapid prototyping, which is one of my main concerns.

It’s important to evaluate your own needs since extending and modifying the previous design will add flexibility but it will come with the cost of more complexity in your game/engine code. (more…)

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Game Event handling – part 1

For this first post for iDevBlogAday (Finally :D !) I would like to talk about Event Handling in Games. Game Event handling is a commonly discussed issue, and there are several ways to tackle it. In the following series of articles I will talk about it, and will also show what I’ve learned from my own research on the subject.

It’s important to state that I’m not an expert and I’m always open to suggestions, so feel free to post your thoughts so we can all learn and share our ideas.

Let’s talk about Game Events first….

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