Short blog post about switching from pants to Anchor and Sushi, the Game Boy game we wrote in assembly during the Global Game Jam 2017.
If you start writing a 3D graphics engine, the basics usually consist of loading mesh, texture and shader data and getting it to the GPU in a way that enables the GPU to run the shader with the mesh and texture data as input. To load the texture data in a plattform independent way, easy formats to get started with are TGA, BMP and PNG (with a lot of help from libpng...). Much better for a real game are usually compressed formats such as S3TC that can be decompressed by the GPU while rendering at no performance cost. But at least I have a lot of PNG files laying around I want to test with and I don't really feel like converting everything until I have a real asset pipeline going.
I participated in the InnoGames game jam 2016 at the Gamescom and wrote a little bit about my experience.
I am showing the minimalistic way I currently implemented for my quadcopters IMU to merge the sensors relative accelerometer and gyroscope data into an absolute orientation. Also a tiny little bit about PID...
Talking about the different materials, settings and tricks to get useable results.
Starting from scratch is tricky so this is how I approached designing my quadcopters frame.
Being the very first contact I had talking to other hardware at home, I am explaining my findings on PWM and my implementation on the Intel Edison using the Sparkfun PWM block.
I want to build a quadcopter and this is about my first plans and parts.