{"assets":[{"original":"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/10\/Untitled-300x287.png","local":"\/data\/posts\/2012\/10\/72ef64a15df9f6c83db6066c27a3d242.png"}],"author_link":"author\/38leinad\/","author_name":"fruitfly","cat":"October Challenge 2012","categories":["October Challenge 2012"],"comments":[],"epoch":1351230060,"event":"","likes":4,"metadata":{"p_key":"78102","p_author":"fruitfly","p_authorkey":"0","p_urlkey":"287112","p_title":"October, November, December Challenge","p_cat":"October Challenge 2012","p_event":"LD24","p_time":"1351230060","p_likes":"4","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1345766400","event_key":"12","event_name":"LD24"},"source_url":"2012\/10\/26\/october-november-december-challenge\/","text":"<p><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/10\/26\/october-november-december-challenge\/untitled-74\/\" rel=\"attachment wp-att-186443\"><img alt=\"\" class=\"alignright size-medium wp-image-186443\" height=\"287\" sizes=\"(max-width: 300px) 100vw, 300px\" src=\"\/data\/posts\/2012\/10\/72ef64a15df9f6c83db6066c27a3d242.png\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/10\/Untitled-300x287.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/10\/Untitled.png 384w\" width=\"300\"\/><\/a>I have been putting in some hours of this week\u2019s vacation to work on my October Challenge entry but finally have to admit that one week just is not enough. I will continue to work on <a href=\"https:\/\/dl.dropbox.com\/u\/8241387\/Boskovice\/index.htm\">Boskovice <\/a>for the next month, hopefully will be able to keep motivated and maybe at the end of the year have some version ready to put in the android play-store.<\/p>\n<p>Overall Summary: This has been my first time tinkering with the android platform and I have to say that I am impressed with the hardware and software-side. I started with my <a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/09\/01\/shit-its-evolving-post-mortem\/\">Ludum Dare 24 entry<\/a>, which was using raycasting-based software rendering. After porting it easily to android (its java), I noticed that this approach is not working on a mobile device: software rendering is too slow. I started from the ground up with <a href=\"http:\/\/libgdx.badlogicgames.com\/\">libgdx <\/a>and reimplemented the graphics in OpenGL ES 2. As libgdx allows you to build for android and the desktop, I was able to use all the advantages of developing on the desktop. Including\u00a0 the goodness of hot-code-replacement. Only to test the touch-input, some shader differences in OpenGL ES compared to desktop OpenGL and test performance, I had to use the android phone at some points. And it is rather impressive that I almost ran out of the box with 60 frames per second on the Samsung S3. It is a new device, but anyway.\u00a0 Oh, and I had to reimplement the raycaster** as this was the main bottle-neck draining the CPU. Turned out that i was doing a little to much floating-point calculates and my math was much more complicated than it needed to be.<\/p>\n<p>The game is still missing alot; physics, particle system, content, content and content.<\/p>\n<p><iframe allowfullscreen=\"\" frameborder=\"0\" height=\"375\" src=\"http:\/\/www.youtube.com\/embed\/GGTNuYEYyFc?fs=1&amp;feature=oembed\" width=\"500\"><\/iframe><\/p>\n<p>** Note that the raycaster now is only beeing used to calculate the set of visible tiles and walls, the actual rendering is now done via OpenGL.<\/p>","time":"October 26th, 2012 5:41 am","title":"October, November, December Challenge","title_was_empty":false}