It took a bit of work, but I got fugu packaged up for the mac. GO GRAB IT!
As I’m not a mac user I may have stuffed something up — so if it doesn’t work please let me know (a crash log would be nice!)
My personal blog.
It took a bit of work, but I got fugu packaged up for the mac. GO GRAB IT!
As I’m not a mac user I may have stuffed something up — so if it doesn’t work please let me know (a crash log would be nice!)
Here’s a short game I’ve made, just in time for xmas! I made it for the tigsource advent calendar (tumblr, discussion). It’s a mini version of moonman — a game I’ve been working on for a while. The game is available for windows and mac and should work on both. If it doesn’t, well, hopefully your xmas isn’t totally ruined …
Thanks to Rhys, James and Jono for helping me with testing and building, and Theo and the TIG guys for coming up with the idea of an advent calendar gamedev event. You should really check out all the other awesome xmas games available at http://tigsadvent.tumblr.com/.
Well it’s getting close to the xmas holidays and I’m starting to wrap some things up for the year. One of these is Fugu (introduced here) my software for creating procedural geometry. I’m glad to announce that an alpha of the windows version of fugu is now available. (I hope to get an osx packaged very soon!)
You can download it from the fugu website: http://bp.io/fugu/. Minimum requirements: A 3D graphics card with OpenGL 2 drivers, and, errr … about half a gig of RAM, I guess? :)
I would greatly appreciate any feedback and bug reports you have. You can leave this on the google group linked to from the fugu website, or comment on this post. I’ve only tried it on Windows 7, so I’m interested to hear if it runs okay on Vista and XP. Also, I’ve got a feeling that it’s not as easy to use as it could be, so if you have any trouble, please let me know what with, so I can improve the design.
It still needs quite a bit of documentation and some decent tutorials, but there are quite a few examples which should give you an overview of fugu’s features.
Enjoy! And happy holidays!
Just a quick one before I head off east for a week-long break. Been working on the rendering engine a bit for moonman, whipped up a day/night cycle, atmospheric/sky gradient, and a background layer.
Check the video to get the full effect: Moonman techdemo, sky, atmospheric blending + mountains parallax. And follow my devlog for more info. latest post here.
Did some coding today to make fugu remember various application settings, like which background colour you had last time, or whether you had lighting checked or unchecked. Totally boring stuff … so here’s a screenshot of fugu with a program for generating bulbousy-bulbs. It needs a bit of a cleanup but then I’ll add it to the examples.
I want to start testing fugu out in the wild soon, so if you’re interested in testing an early, buggy version, just let me know (here or shoot me a tweet @eigenbom), and if there’s enough interest I’ll get my code-fu on and get it done. It runs on windows and mac and has minimal functionality at the moment (but is still fun to play with for a few minutes!)
My work on fugu is progressing on multiple fronts. This post outlines a few of the new features in the software.
Fugu is a system for generating procedural animated forms using the Lua scripting language. While it is not complete, a quite functional version of fugu is available from http://bp.io/fugu/.