Common vendor branch management under Subversion requires to import whole vendor drops into your repository before doing the actual merging, wasting space. Attached you can find a script that automates the merging of a vendor drop importing only delta-diffs.
Sometimes you could need to take screenshots programmatically for your OpenGL ES application on iOS: you could use it to capture the "best moments in the game" to show them later, or send them via email, or share on some social network; or simply you could hate to have to press two buttons in sync to have a screenshot. Anyway here is some source code to do it, ready to be used with Cocos2D 1.0.
A simple task as building an XCode External Target, can require various scripts to be accomplished when you are building assets. Following my previous post Video game asset pipeline with CMake, I will show how the asset pipeline can be integrated with XCode so that it can be automatically processed also during your normal builds.
If you are interested in how to implement Glenn Fiedler's "fix your timestep" technique, here you will find a brief C++ implementation for Box2D. The technique is needed to keep stable the numerical integration performed by the physics simulation while running the video game with a variable frame-rate.
This is a very simple tutorial on creating a colored nebula using the Solid Noise filter of Gimp. The method is based on superimposing two textures generated with Perlin noise, using different frequencies/amplitudes.
We are not the only indie game developer in Genoa, our friends of Bedroom Studio Entertainment have published a new space shooter action game for XBox Live: Orbitroid. See the video trailer and useful links.
Any video game (or generally any multimedia production) needs an asset pipeline: an automatic way to post-process source assets to build final versions that suit the needs of the game engine avoiding recurrent and error-prone manual work from artists. In this post I will show how this has been achieved, in our current production, using CMake.