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Tim Beaudet
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273 followers
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Not yet live, but #TurtleBrains has finally got a download page!

Without any releases.
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Google Plus, I never really came back to you after my hobby hiatus a few years ago.

Consider me back, and this was my LD34 game, Ascending Roots.

http://www.timbeaudet.com/blog/2015/12/16/ascending-roots/

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I've just joined the OneGameAMonth community, time to sharpen my game development skills all around, going to start by focusing a bit on my art and gameplay polish skills, all while making #TurtleBrains  become a better suited C++ framework for game development!

LudumDare 30 starts Friday August 22nd.  Getting prepared to use my TurtleBrains framework (C++, OpenGL, Windows/Mac) which is not completely ready (no 2D sprites or sounds yet).

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I've been in the process of developing TurtleBrains, a multi-platform C++ Framework for 2D Game Development with a dash of Application Development thrown in for tools and editors.

Previously I was aiming to release the framework before LD29 in April, however documentation takes serious time to write, and I'm not convinced I am writing it very well yet.  I am certainly practicing and hopefully getting better.  The Application portion of TurtleBrains should be released by LD29, and I will go ahead and use it for my project that weekend, however it may lack documentation and functionality regarding the game development side.

I come asking for constructive criticism about my documentation.  It is still a work in progress, and at the top of my list is a Hello World example and more code-samples / higher level views, but the API Reference is nearly complete.  If you don't mind taking 10 minutes from your already busy day to look over and give me some feed back, I would very much appreciate it.

The documentation can be found at http://www.timbeaudet.com/turtle_brains/documentation/

Since this question would likely get closed on StackOverflow, I'll ask here instead.

I'm in the process of creating and documenting the first piece of software that I plan to release publicly, and with that I've been searching for a license to apply.  I'm not a lawyer and the licenses seem to be written in some ancient language that has been lost.  I know the basics of what I want to apply, and I am looking for advice to narrow my options and choose the license that would best fit my needs/wants.

Firstly, I would like it to be open sourced, free to use for personal and/or non-commercial projects, however I would like to charge a small, one time, fee for projects/people who want to use the framework in a commercial product.  Not something I plan to get rich from, more of "I helped you make a product to sell, you can help me a little too..." but I want to remain completely free for the hobbyist who wants to use the framework for their projects that are not commercialized.

So far I've been led to believe hanging the GPLv3 license on it, with a paypal button to make it unrestricted is the way to go.  I'm not entirely sure of these details, quite the opposite actually, and am looking for some solid advice for the first framework I plan to release.

Thanks for the help so far and any more help in the future!

Coordinate System Dilemma...

I'm about to embark on a long journey ahead creating a three dimensional world that will take years of effort, seriously.  However before I do, I've got to get one thing straightened out.  The coordinate system.

There are so many choices here, Left-handed or Right-handed, is positive Y-axis pointing up, what about positive-Z?  Should it be negative-Y? ...

Up until this point the matrix math I've tugged along has always had positive X-axis pointing right, positive Y-axis pointing up and positive Z-axis pointing forward.  It is intuitive to me to call myMatrix.GetForward() and know that the spaceship is pointing in that direction, and that it works with Up/Right as well...

In a nutshell I just described a Left-handed system, which I recently ran into troubles pushing a Left-handed projection matrix down OpenGL, and while searching got more confused than I started...

I have in the past used OpenGL, with a Right-handed system, where Forward is along the negative Z-axis, but then this messes with my mind, and whenever I call myMatrix.GetForward() I would need to negate the result, (or modify the function, which I find to be a no-no since it properly returns the 'Forward' of the matrix, it just happens that the Forward direction of the space ship is the opposite direction, to make the Right and Up axes align properly), to get the direction the spaceship is actually pointing.

Well Tim, how about just taking the Right-handed coordinate system, but change the definitions of your axes so that positive X-axis is pointing Right, positive Y-axis is pointing Forward and positive Z-axis is pointing Up.  This sounds like a reasonable solution that requires me to modify the behavior of the matrix math I've been dragging around, essentially breaking all current projects using it (sort of).  Does anyone have any insight on the matter?

Ultimately, if I could find a different way to think about /separate the forward of the matrix from the forward direction of the spaceship it might be enough to solve my problem.  It is just unintuitive that calling spaceshipTransform()->GetForward(); does not result in the direction the spaceship is pointing.

(For the purposes of this question/explanation spaceship should be thought of as the Colombia Orbiter rather than a Saturn V).

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Need some help from a Mac expert on my #TurtleBrains framework for application/game development:

http://stackoverflow.com/questions/21816881/nswindow-visible-but-not-active

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A new installment of the AIRS project has been released.
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