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Gradient Studios | Mobile and HTML5 Software Development

Mobile and HTML5 Software Development. Skip to primary content. Skip to secondary content. Modules, Magic: The Gathering, and the Next Steps for co.llide. September 24, 2013. One of our goals for version 0.4.0 of. Was to provide a small but fairly balanced set of building blocks, called. Andrew has a background in computer graphics and augmented reality, and is excited about making games that look and feel awesome. He also owns too many board games for his own good. Showing co.llide at BostonFIG. That we...

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Mobile and HTML5 Software Development. Skip to primary content. Skip to secondary content. Modules, Magic: The Gathering, and the Next Steps for co.llide. September 24, 2013. One of our goals for version 0.4.0 of. Was to provide a small but fairly balanced set of building blocks, called. Andrew has a background in computer graphics and augmented reality, and is excited about making games that look and feel awesome. He also owns too many board games for his own good. Showing co.llide at BostonFIG. That we...
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Gradient Studios | Mobile and HTML5 Software Development | blog.gradientstudios.com Reviews

https://blog.gradientstudios.com

Mobile and HTML5 Software Development. Skip to primary content. Skip to secondary content. Modules, Magic: The Gathering, and the Next Steps for co.llide. September 24, 2013. One of our goals for version 0.4.0 of. Was to provide a small but fairly balanced set of building blocks, called. Andrew has a background in computer graphics and augmented reality, and is excited about making games that look and feel awesome. He also owns too many board games for his own good. Showing co.llide at BostonFIG. That we...

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blog.gradientstudios.com blog.gradientstudios.com
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Showing co.llide at BostonFIG | Gradient Studios

http://blog.gradientstudios.com/2013/09/17/atbostonfig

Mobile and HTML5 Software Development. Skip to primary content. Skip to secondary content. Showing co.llide at BostonFIG. September 17, 2013. This past Saturday, we were given the incredible opportunity to showcase co.llide. At the Boston Festival of Indie Games. The turn out was great, and we had a remarkable time! First and foremost, we would like to thank the entirety of the BostonFIG team. For putting together such a fantastic event! It’s thanks to their efforts, and those of the hosts, MIT. Mak is a...

2

Editor | Gradient Studios

http://blog.gradientstudios.com/tag/editor

Mobile and HTML5 Software Development. Skip to primary content. Skip to secondary content. Collide v0.3.0 with vehicle editor! June 5, 2013. Last week, we released version 0.3.0. Unveiling the ship editor! Whereas in previous versions you could only play with a set of default designs, now you can build your own ships from an array of modules. Sharing your designs works exactly like sharing an arena. Copy the URL. Give it a try here: http:/ co.llide.com/editor. August 7, 2012. Z, a fan of hats and dancing...

3

Art | Gradient Studios

http://blog.gradientstudios.com/category/art

Mobile and HTML5 Software Development. Skip to primary content. Skip to secondary content. Vehicles Why and How. February 15, 2013. Is a pretty fantastic concept, but we ran into a snag. We encountered severe performance issues because we were trying to use 3D. We would have to drop the third dimension to our physics simulation. Fortunately, the 2D. Gameplay is still very fun, and the core idea remains strong. Dealing with Modular Design. August 20, 2012. Our Demolition Derby game is modular. Each mo...

4

co.llide | Gradient Studios

http://blog.gradientstudios.com/category/games/co-llide

Mobile and HTML5 Software Development. Skip to primary content. Skip to secondary content. Category Archives: co.llide. Modules, Magic: The Gathering, and the Next Steps for co.llide. September 24, 2013. One of our goals for version 0.4.0 of. Was to provide a small but fairly balanced set of building blocks, called. Andrew has a background in computer graphics and augmented reality, and is excited about making games that look and feel awesome. He also owns too many board games for his own good. Always lo...

5

Transition to 2D Vehicles – Why and How | Gradient Studios

http://blog.gradientstudios.com/2013/02/15/transition-to-2d-vehicles-why-and-how

Mobile and HTML5 Software Development. Skip to primary content. Skip to secondary content. Vehicles Why and How. February 15, 2013. Is a pretty fantastic concept, but we ran into a snag. We encountered severe performance issues because we were trying to use 3D. We would have to drop the third dimension to our physics simulation. Fortunately, the 2D. Gameplay is still very fun, and the core idea remains strong. And so co.llide. Graphics that it once had, but we still wanted to keep that 3D. To give our 2D.

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Mobile and HTML5 Software Development. Skip to primary content. Skip to secondary content. Modules, Magic: The Gathering, and the Next Steps for co.llide. September 24, 2013. One of our goals for version 0.4.0 of. Was to provide a small but fairly balanced set of building blocks, called. Andrew has a background in computer graphics and augmented reality, and is excited about making games that look and feel awesome. He also owns too many board games for his own good. Showing co.llide at BostonFIG. That we...

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