New Inkscape Extension And Importer Library

August 18th, 2011

I use the Open Source SVG Editor Inkscape, for loads of things,Its absolutely fantastic, and for a long time I have wondered about using it for a level editor. The only problem I have always had with it was that the svg format is quite difficult to parse so getting anything made in Inkscape into […]

Ogmo Editor Loading Library Released

August 29th, 2010

During Ludum Dare, I created two library’s onee for loading files from the No-Tiles Editor, and one for loading frm what I feel is the best tile based 2d map editor available: Ogmo. I feel Ogmo is very intuitive to work with, and very extensible, for this reason I decided that If I wanted to […]

No Tile Editor Import Library

August 22nd, 2010

It was Ludum Dare Weekend again this weekend. Unfortunately,  I have some very persistent friends and was unable to participate, after making a good start in the first few hours, an old friend basically commandeered the rest of my time. so instead I decided I should spend one day, developing a library that would be […]

Verlet Petri – Dish

August 16th, 2010

Verlet Petri Dish: The Petri Dish is a sample implementation I developed whilst studying Verlet integration. The Very Simple Underlying Equation for Verlet is: X’ = x  + x – previous_x; Y’ = y  + y – previous_y; What it means is that this doesn’t need the time delta that Euler does. This makes it […]

Ants Archive Library – “AAL”

July 8th, 2010

I considered a number of options including reading the raw data from an xml file, and also looking at existing archive librarys, but struggled to find anything that met my needs, so I built my own

Sprite Scanner

April 8th, 2010

Sprite Scanner is a tool I developed to aid in the creation of 2d games, creating even a small spritesheet for a game, is a massive task, whereas creating an animated 3d mesh isnt as difficault, sprite scanner is designed to allow anyone to create proffessional sprite sheets.

Shader Pad

April 8th, 2010

Shader Pad is a tool designed to make shader development easier and far less intimidating than other options for beginers.