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Animation4j - Synchronizer

In this post I will talk a bit more about animation4j project, particularly the Synchronizer class. When working with transitions we could want to declare them in a seamlessly way. In a previous post I...

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Building 2d sprites from 3d models using Blender

In this post I want to share the process used to create the ship sprite sheet of Super Flying Thing (STF from now on). I will assume you have a basic experience with Blender or software alike. Model...

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Testing Android controls on libGDX PC application using libGDX remote

When testing our games, sometimes we only need to test the game controls on the Android devices, not all the game, and deploying it on the device is always slower than running it on the PC. The LibGDX...

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Building 2d animations using Inkscape and Synfig

In this blog post we want to share a method to animate Inkscape SVG objects using Synfig Studio, trying to follow a similar approach to the Building 2d sprites from 3d models using Blender blog post. A...

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The story of the non deterministic Replay

This is the story of how I discovered my simplified replay system wasn’t so deterministic as I believed because I had an ugly bug, but read the post if you want to know where exactly. While integrating...

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A Simple Selection History Window For Unity

This is a small blog post about a Unity editor window we made at work to simplify our lives when using Unity. In Unity, when you select a reference to an asset, it is focused in the Project window,...

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Playing with Starcraft 2 Editor to understand how a good RTS is made

When working on Iron Marines engine at work we did some research on other RTS games in order to have more knowledge on how they did some stuff and why. In this post, in particular, I want to share a...

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Assigning interface dependencies to MonoBehaviour fields in Unity Editor

In Unity, Object's public fields of type interface are not serialized, so that means it is not possible to configure them using the editor like you do with other stuff like dependencies to...

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How we used Entity Component System (ECS) approach at Gemserk - 1/2

When we started Gemserk eight years ago, we didn't know which was the best way to make games. So before starting, we did some research. After reading some articles and presentations we were really...

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How we used Entity Component System (ECS) approach at Gemserk - 2/2

So, after our first attempt on using ECS, when we started to develop mobile games and moved to the LibGDX framework, we decided to abandon our ComponentsEngine and start over. We were still reading...

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