blog.spaceboxer.com blog.spaceboxer.com

blog.spaceboxer.com

Spaceboxer Dev Blog

There is light at the end of the tunnel. Even if it is a very long tunnel. We have moving ships, that we can save and load, a spatial control algorithm, collision detection and collision response. And we are making good progress with the editor. I am working on the various shape and fill tools in the editor, as well as the UI layout. Weapons and destruction are next on the todo list. Hopefully, I can update the dev blog more frequently in the future. Logo and Status Update. I have been working on some lo...

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Spaceboxer Dev Blog | blog.spaceboxer.com Reviews
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There is light at the end of the tunnel. Even if it is a very long tunnel. We have moving ships, that we can save and load, a spatial control algorithm, collision detection and collision response. And we are making good progress with the editor. I am working on the various shape and fill tools in the editor, as well as the UI layout. Weapons and destruction are next on the todo list. Hopefully, I can update the dev blog more frequently in the future. Logo and Status Update. I have been working on some lo...
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Spaceboxer Dev Blog | blog.spaceboxer.com Reviews

https://blog.spaceboxer.com

There is light at the end of the tunnel. Even if it is a very long tunnel. We have moving ships, that we can save and load, a spatial control algorithm, collision detection and collision response. And we are making good progress with the editor. I am working on the various shape and fill tools in the editor, as well as the UI layout. Weapons and destruction are next on the todo list. Hopefully, I can update the dev blog more frequently in the future. Logo and Status Update. I have been working on some lo...

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blog.spaceboxer.com blog.spaceboxer.com
1

Spaceboxer Dev Blog: August 2012

http://blog.spaceboxer.com/2012_08_01_archive.html

It has been ages since I posted, but after being too busy with work and playing other games. I have finally gotten back to working on Spaceboxer, and I started by fully redesigning the spaceship renderer. What was taking around 2000 draw calls to the video card every frame I have cut down to around 20 to render the same ship. 100 fold improvement! Subscribe to: Posts (Atom). Simple template. Template images by Ollustrator.

2

Spaceboxer Dev Blog: Progress

http://blog.spaceboxer.com/2013/11/progress.html

There is light at the end of the tunnel. Even if it is a very long tunnel. We have moving ships, that we can save and load, a spatial control algorithm, collision detection and collision response. And we are making good progress with the editor. I am working on the various shape and fill tools in the editor, as well as the UI layout. Weapons and destruction are next on the todo list. Hopefully, I can update the dev blog more frequently in the future. Subscribe to: Post Comments (Atom).

3

Spaceboxer Dev Blog: November 2013

http://blog.spaceboxer.com/2013_11_01_archive.html

There is light at the end of the tunnel. Even if it is a very long tunnel. We have moving ships, that we can save and load, a spatial control algorithm, collision detection and collision response. And we are making good progress with the editor. I am working on the various shape and fill tools in the editor, as well as the UI layout. Weapons and destruction are next on the todo list. Hopefully, I can update the dev blog more frequently in the future. Subscribe to: Posts (Atom).

4

Spaceboxer Dev Blog: March 2011

http://blog.spaceboxer.com/2011_03_01_archive.html

Logo and Status Update. I have been working on some logo art over the week, when I haven't been debugging/tweaking the code. I think we have a finalized company name and logo for that as well but I am not gonna post it yet. I think this is going to be game logo, or something close to it. Subscribe to: Posts (Atom). Logo and Status Update. Simple template. Template images by Ollustrator.

5

Spaceboxer Dev Blog: Back in Action

http://blog.spaceboxer.com/2012/08/back-in-action.html

It has been ages since I posted, but after being too busy with work and playing other games. I have finally gotten back to working on Spaceboxer, and I started by fully redesigning the spaceship renderer. What was taking around 2000 draw calls to the video card every frame I have cut down to around 20 to render the same ship. 100 fold improvement! Subscribe to: Post Comments (Atom). Simple template. Template images by Ollustrator.

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There is light at the end of the tunnel. Even if it is a very long tunnel. We have moving ships, that we can save and load, a spatial control algorithm, collision detection and collision response. And we are making good progress with the editor. I am working on the various shape and fill tools in the editor, as well as the UI layout. Weapons and destruction are next on the todo list. Hopefully, I can update the dev blog more frequently in the future. Logo and Status Update. I have been working on some lo...

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