So, I was working on a project and frequently got frustrated whenever I had to update my database design. This was a by-product of rapidly altering my programs workflows and thus class definitions. I realised that I needed a more effective way to make changes to my backend in order to improve turnaround times.
In case you missed it my current game is being written in OpenGL 3, which is basically the equivalent of DirectX 10. When I made this decision in 2011 part of me was worried that Id come to regret that decision. Why? Even the most high budget mainstream games at the time were still shipping in with DirectX 9. A huge bunch of online OpenGL tutorials were based strictly on version 2.0 to boot. I was worried that I wouldn’t have an audience, and that my fairly basic 2D game simply would not run on most peoples PCs.
Hi guys, I’m back from outer space. So much has happened since my last blog post. I’ve co-founded a new promising company with some very talented guys, I got formal employment, I trashed my mum’s car, and you know the usual stuff.
This is the first entry in my tech feature series, which will help give you a better understanding of the tech powering Legacy. Legacy is built on top of the Jenesis Engine (JE) which is written in Java. The Jenesis Engine uses an OpenGL wrapper library called JOGL to render 3D graphics.
Hello everyone, I’m pleased to announce that the The SCND Genesis: Legacy is under active development. It is the direct sequel to Legends. Just like its predecessor, it is being written in Java however it shall be accelerated via OpenGL (LWJGL).