The Open-Source Game Development Pipeline

Providing the means and education to create games using free/libre open-source tools.

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Third Time’s a Charm

Well, here we are… three years and still going. Who’d have thought, eh? 😉

It’s been one heck of a journey, and I’ve certainly changed along the way. I now embrace GNU/Linux more fully than I have in the past, thanks in part to trying out a whole bunch of operating systems over the last few years. I now understand which languages I need to focus on ( C ) in order to make my code accessible to the world, and I’m actively trying to make a mark in the domain of free hardware as well. 🙂

On that note, I submitted a presentation to this year’s ORConf which was accepted, so I’ve been spending my time writing a parallelized software renderer in C. I’m also currently writing a COLLADA loader in C as well, and I intend to write an article about it in order to demystify the process for newcomers. An additional benefit is that people will be able port this code to other languages without too much difficulty (and/or they can throw some bindings on top of the C code I’ve written).

Here’s to another wonderful year! 🙂


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Hi readers! 😀

I’ve been doing a lot more research into 3D formats, and now think you should stick with engines that provide COLLADA support. I’ve become a lot more familiar with the specification recently, and realize that it makes more sense to use this interchange format for development, and then rely upon an optimized binary version of meshes for deployment.

This tutorial offers a great introduction to the format, as well as parsing it natively if you want to roll your own parser. I’ve also updated the tools page with a COLLADA exporter for Blender that validates properly when tested against the 1.4.1 version of the schema.

Besides that, there are three days remaining until the blog’s third anniversary! 🙂