Kondrian summary

Development summary for Kondrian

  • its Universal,
  • its written in Objective C (no C++),
  • home grown graphics engine (apart from the GLK* and OpenGL ES),
  • uses OpenGL ES 2.0, VBOs, VAOs and many other OpenGL ES 2.0 goodies,
  • uses GLKit, a GLKViewController and GLView – but uses standard OpenGL ES 2.0 shaders (just because they seemed slightly faster),
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Kepa Auwae

This post has been sitting in the wings for at least 4 months. I delayed the posting until the Kondrian release.

One More Thing

Mid 2012, I attended the One More Thing conference.
One of the nice things that came out of this conference was some nuggets of wisdom from Kepa Auwae, he also had a very dry sense of humour.

Kepa is one of the founders of RocketCat Games.

Kepa’s stressed that his business strategy is always in flux, that RocketCat Games are always experimenting. They try to improve their business, by trying different things. One of his most interesting comments, was the description of a simple business model for game developers, ¬†which is actually known to us all.

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Game AI and vectors using GLKit

Some famous game developer whose name I cannot remember (sorry about that whoever you are), said recently at a conference; that the AI of your game “enemies” can be a major part of the success and differentiation of a game. I don’t think you can instantly create great AI, it takes a lot of work, and for me its still “work in progress”.

So, I’ve been working on AI lately with the help of this excellent book as a reference.

This book is really good, not only for AI but also for anything to do with game movement.
Reading this book, suddenly made vector and matrix calculations make sense. And once they make sense its hard to use normal trigonometry again.

Below are some macro’s I’ve built with the help of the book.

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