Tag: Game development

Overlap2D 0.1.0 release

Overlap2D is a WYSIWYG UI, scene and level editor by UnderwaterApps, which was released as open source earlier this year. Its goal is to separate the game engine from content creation. Currently, it has a LibGDX runtime. Main features include:

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Pixelated rendering in LibGDX

In this article I’m having a look at rendering 3D geometry and/or sprites in arbitrary low resolutions in LibGDX. I’m taking my previous article with the crate model imported from Blender and change it to render the view into a

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Using Blender 3D models in LibGDX

This tutorial will show you how to export a simple 3D model from Blender and use it in the LibGDX Java game development framework. It is in no way a comprehensive guide on any of the subjects covered, but will

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Using fixed screen coordinates in libGDX

There may be a time when you really have no intention to deal with OpenGL’s Y-up coordinate system. For example you might have some legacy game code you’re porting which uses screen coordinates at a fixed resolution. Wouldn’t it be

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In memoriam: ComVir

This is a completely uninteresting post for pretty much anyone, but me, still it’s a great part of my developer life in terms of stupid mistakes resulting in a data loss of something dear to me. This is the story

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Introducing CodeBin projects

As I’m planning to expand the number of projects in my GitHub account in the near future, a GitHub widget in the sidebar doesn’t cut it anymore. Instead of having to hunt down blog posts for updates and improvements, now

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Ostudio’s Kill Bill

Having had enough of regular blue screen of deaths, Sepu sets out from the IT classroom of VMG with one mission: to kill Bill. Ostudio’s animator was the main character in this great point-and-click adventure game, where he used creative

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Ostudio’s cancelled projects

While in recent months I posted about Ostudio’s amazing games of the past, not all projects have been so fortunate to see the light of day. I think it’s time to mention some of the least fortunate ones, where sometimes

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The birth of Ostudio

I’ve been busy playing Diablo III lately, as well as other minor things like work and life, so let’s look at another piece of history. A long time ago, on a cold winter afternoon in early 1998, me and my

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Fake ambient occlusion for tile maps

I was wondering how could I improve the looks of a simple tile map to make it look less blocky. I thought about developing an simple ambient occlusion shader, but at the same time I wanted to make it fast

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