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July 29, 2021, 05:17:41 AM

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TIGSource ForumsCommunityDevLogsBuilding an iOs 3D Engine in C++ and a Game!
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Author Topic: Building an iOs 3D Engine in C++ and a Game!  (Read 26185 times)
venumspyder
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« Reply #200 on: November 24, 2020, 12:57:41 AM »

Video of rune collection implemented in the game.



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Schrompf
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C++ professional, game dev sparetime


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« Reply #201 on: November 24, 2020, 02:13:19 AM »

I follow this game for a while now, and I have a serious conflict of interests. On one side, major props for doing your own engine and such a smooth game with it. This looks like you have serious skills, and you seem to have a sharp focus on an actual product instead of sparetime meandering.

On the other hand: it's a mobile game. Complete with coins, spots, shop, all that. I understand that with the current state of the market there's no way around this. But I'm already pre-annoyed without even coming close to it.

Do your thing. Good luck on your endeavors.
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Snake World, multiplayer worm eats stuff and grows DevLog
venumspyder
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« Reply #202 on: December 02, 2020, 09:57:38 PM »

3D potion mesh that shall soon be in the game.

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venumspyder
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« Reply #203 on: December 03, 2020, 04:21:57 PM »

Here is the potion power up shown earlier up and running in the game.

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venumspyder
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« Reply #204 on: December 06, 2020, 12:00:31 AM »

Weekly Quests are now up and running in the game.



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venumspyder
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« Reply #205 on: December 08, 2020, 02:48:53 PM »

App size is starting to look good in comparison to other titles!

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venumspyder
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« Reply #206 on: February 05, 2021, 03:51:16 PM »

Custom UI slider component written in C++.

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AlexRamallo
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« Reply #207 on: February 08, 2021, 02:59:47 PM »

This looks great! I know how much work goes into building a game off of your own engine, and what you have here is really impressive. The art looks great and everything seems really polished. I'll be sure to keep an eye on this so I can play it once its out.
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venumspyder
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« Reply #208 on: February 08, 2021, 08:22:17 PM »

Thanks! I'll be sure to inform everyone once the game is out!
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venumspyder
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« Reply #209 on: March 17, 2021, 02:22:24 PM »


Background music track added to the game.



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venumspyder
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« Reply #210 on: March 27, 2021, 10:59:11 AM »

Apple's Game Center enabled in the game.

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venumspyder
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« Reply #211 on: April 15, 2021, 10:55:59 PM »

Rating on the Apple app store is now active.

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venumspyder
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« Reply #212 on: April 15, 2021, 10:57:46 PM »

My custom C++ UI framework supports scaling to multiple screen resolutions.

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venumspyder
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« Reply #213 on: May 10, 2021, 09:52:47 PM »

Implementing ads using Iron Source Ad Mediation SDK.



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venumspyder
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« Reply #214 on: May 19, 2021, 07:13:52 PM »

Before developing my mobile game, I used an older  version of my custom 3D engine to build and ship an arcade light gun game. Here is the HD version of the cabinet running in Russia.



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venumspyder
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« Reply #215 on: May 29, 2021, 03:22:39 PM »


I now have cloud saved games up and running. So now you can share your game progress across various devices. Saved game file is just 200 bytes.


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venumspyder
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« Reply #216 on: June 16, 2021, 01:16:36 PM »


Game Center leader boards up and running using Apple's GameKit API.

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venumspyder
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« Reply #217 on: June 16, 2021, 10:16:56 PM »

Video of Game Center leader boards using Apple's Game Kit API.



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venumspyder
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« Reply #218 on: July 16, 2021, 08:55:11 PM »

My ever growing stable of test devices. Old iPhones and iPads for the most part.


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venumspyder
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« Reply #219 on: July 20, 2021, 05:16:16 AM »

I now have sound effects up and running in the game!



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