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Data Realms – Dev Log

This is where the development on Data Realms. Projects can best be followed. To be notified of new posts, use. Or sign up by entering your email address below. Also visit our forums. Planetoid Pioneers Game-Only Edition RELEASED TODAY for $9.99! In Cave Vehicle Engine. July 20th, 2017. After years of using our own engine and tools to build actual playable game content, we are SUPER proud and happy to present the Game-Only Edition of Planetoid Pioneers for only TWO FIVE DOLLAR BILLS! July 16th, 2017.

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This is where the development on Data Realms. Projects can best be followed. To be notified of new posts, use. Or sign up by entering your email address below. Also visit our forums. Planetoid Pioneers Game-Only Edition RELEASED TODAY for $9.99! In Cave Vehicle Engine. July 20th, 2017. After years of using our own engine and tools to build actual playable game content, we are SUPER proud and happy to present the Game-Only Edition of Planetoid Pioneers for only TWO FIVE DOLLAR BILLS! July 16th, 2017.
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Data Realms – Dev Log | devlog.datarealms.com Reviews

https://devlog.datarealms.com

This is where the development on Data Realms. Projects can best be followed. To be notified of new posts, use. Or sign up by entering your email address below. Also visit our forums. Planetoid Pioneers Game-Only Edition RELEASED TODAY for $9.99! In Cave Vehicle Engine. July 20th, 2017. After years of using our own engine and tools to build actual playable game content, we are SUPER proud and happy to present the Game-Only Edition of Planetoid Pioneers for only TWO FIVE DOLLAR BILLS! July 16th, 2017.

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Data Realms – Dev Log » Blog Archive » Lua Draw Functions and More Content Balancing

http://devlog.datarealms.com/cortex-command/lua-draw-functions-and-more-content-balancing

Laquo; Squad Mechanics. Teaser Thursday: Control Scheme for Planetoid Pioneers. Lua Draw Functions and More Content Balancing. February 16th, 2014. It took eight builds since Lua was first introduced, but there are now primitive draw functions that allow modders to, well, draw stuff. Things like simple boxes, circles, and lines can be drawn using Lua, instead of having to make a bunch of MOSRotating or MOSParticle objects with the sprites of what the modder wants displayed. 15 Responses to “Lua Dra...

2

Data Realms – Dev Log » Blog Archive » Having a bit too much fun with Planetoid Pioneers

http://devlog.datarealms.com/planetoid-pioneers/having-a-bit-too-much-fun-with-planetoid-pioneers

Laquo; Steam Trading Cards come to Cortex Command! Having a bit too much fun with Planetoid Pioneers. February 12th, 2014. Just a quick status update on Planetoid Pioneers. We are having a problem:. It’s too much fun messing around in it that some of us on the team (read: me) are getting distracted from actually getting work done:. The game is actually running at a much higher framerate than the 15FPS captured in this gif). For both Cortex Command and Planetoid Pioneers. stay tuned to it. Is there such a...

3

Data Realms – Dev Log » 2015 » July

http://devlog.datarealms.com/2015/07

Archive for July, 2015. Progress report on Planetoid Pioneers from Stugan. July 26th, 2015. Check out what we’ve been up to so far at Stugan. Arne paints Planetoid Pioneers art for you. July 10th, 2015. So this happened today at Stugan. You are currently browsing the Data Realms – Dev Log. Weblog archives for July, 2015.

4

Data Realms – Dev Log » Blog Archive » Progress report on Planetoid Pioneers from Stugan

http://devlog.datarealms.com/cortex-command/progress-report-on-planetoid-pioneers-from-stugan

Laquo; Arne paints Planetoid Pioneers art for you. Planetoid Pioneers on the Twitch stage at PAX Prime. Progress report on Planetoid Pioneers from Stugan. July 26th, 2015. Check out what we’ve been up to so far at Stugan. You can follow any responses to this entry through the RSS 2.0. Both comments and pings are currently closed. 4 Responses to “Progress report on Planetoid Pioneers from Stugan”. July 26th, 2015 at 11:14 pm. Just release it already! July 27th, 2015 at 6:28 pm. August 7th, 2015 at 4:45 pm.

5

Data Realms – Dev Log » Blog Archive » Arne paints Planetoid Pioneers art for you

http://devlog.datarealms.com/cortex-command/arne-paints-planetoid-pioneers-art-for-you

Laquo; Planetoid Pioneers at DreamHack NOW. Progress report on Planetoid Pioneers from Stugan. Arne paints Planetoid Pioneers art for you. July 10th, 2015. So this happened today at Stugan. You can follow any responses to this entry through the RSS 2.0. Both comments and pings are currently closed. One Response to “Arne paints Planetoid Pioneers art for you”. July 23rd, 2015 at 2:59 pm. I WANT IT NOW!

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divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): July 2010

http://divineabomination.blogspot.com/2010_07_01_archive.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Wednesday, July 21, 2010. Preview release of KHI 2D technology coming soon. With the release of Eets for Macintosh coming soon, our attention is slowly moving on to our next project in development. That as yet to be announced project is built upon a 2D engine that has been developed by ourselves. Simple, easy to use API. Tuesday, July 6, 2010. Currentl...

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): January 2011

http://divineabomination.blogspot.com/2011_01_01_archive.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Thursday, January 27, 2011. Games Development: A poster child for learning maths at school? After several topic changes which I couldn't follow (I don't think I'm across even half of what is 'street' these days) they settled on a conversation about how much maths sucks. Nods of agreement all around. Modern games are using plenty of math. Every inte...

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): December 2011

http://divineabomination.blogspot.com/2011_12_01_archive.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Thursday, December 8, 2011. Unity3D iPhone Player and JIRA Connect Integration. We've been using JIRA internally for our project management and bug tracking for a couple of years now and we've found it to be excellent. Recently Atlassian (the developers of JIRA) released a JIRA Connect library for the iPad/iPhone family. By Unity when you make a Unity ...

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): December 2010

http://divineabomination.blogspot.com/2010_12_01_archive.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Friday, December 24, 2010. Downloading files from the Apple Developer website using wget (for poor connections or scheduling). The basic procedure for accessing content using wget from a site requiring authentication involves logging into the said site using a standard web browser, once authenticated via a login page one can set abou extracting the aut...

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): Moving iPhone Developer Credentials from one Mac to another

http://divineabomination.blogspot.com/2011/10/moving-iphone-developer-credentials.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Tuesday, October 11, 2011. Moving iPhone Developer Credentials from one Mac to another. Update: So apparently in Xcode 4 (at least) there is an official way to do this. outlined. This is what I should have done. DEVELOPMENT - Provisioning Profiles. Choose your Provisioning profile, right click and "Reveal in Finder". Save the resulting file. I've start...

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): Unity 3D (Pro): View matrix (separately) for CG shaders

http://divineabomination.blogspot.com/2011/10/unity-3d-pro-view-matrix-separately-for.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Thursday, October 20, 2011. Unity 3D (Pro): View matrix (separately) for CG shaders. As Unity's shader support is largely based on Open GL, there isn't, by default design, access to separate model and view matrices in shader code. Occasionally you might want access to this and to use it you'll need to pass this information in yourself. In our shader, p...

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): Unity3D Asset Server: Best Practice Workflow - Initial Checkout

http://divineabomination.blogspot.com/2011/08/unity3d-asset-server-best-practice.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Thursday, August 4, 2011. Unity3D Asset Server: Best Practice Workflow - Initial Checkout. Using Unity in teams one is often stuck using Unity asset server. While it certainly lacks features one has grown accustomed to in many other source control systems the fact remains that it is the solution that most seamlessly works with Unity. I've started Kruge...

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): June 2010

http://divineabomination.blogspot.com/2010_06_01_archive.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Wednesday, June 23, 2010. Find awake IP addresses on a subnet using a batch file. I seem to frequently find myself trying to find machines by IP address on a subnet. Often I'm on a random Windows machine and I've got nothing but the basic install to do it. What do I do? SET /a t=t 1. Ping -n 1 -l 1 192.168.0.%t% nul. IF %t%= 254 Exit.

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): October 2011

http://divineabomination.blogspot.com/2011_10_01_archive.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Thursday, October 20, 2011. Unity 3D (Pro): View matrix (separately) for CG shaders. As Unity's shader support is largely based on Open GL, there isn't, by default design, access to separate model and view matrices in shader code. Occasionally you might want access to this and to use it you'll need to pass this information in yourself. In our shader, p...

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): August 2010

http://divineabomination.blogspot.com/2010_08_01_archive.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Tuesday, August 31, 2010. Game replay techniques and the importance of floating point determinism. To be able to playback recorded user input into the game engine and have it play out exactly the same, the engine must be completely deterministic. A couple of key components needs to be addressed or things go very wrong. For starters, the engine's random...

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Data Realms – Dev Log

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