In one of my previous posts I talked about how you can make the Lua garbage collector (GC) more predictable in running time. This is a virtue that is highly valued in a GC used in games where you don’t have the luxury of going over you frame time. In that post I described a […]
Read MoreCategory: Sylphis
From Python to Lua
(This blog was originaly posted at #AltDevBlogADay) All game developers, sooner or later, learn to appreciate scripting languages. That magical thing that allows for letting others do your job, better scaling of the team, strengthening the game code/engine separation, sandboxing, faster prototyping of ideas, fault isolation, easy parametrization, etc. Every game has to be somehow […]
Read MoreSylphis3D lighting, shadows, physics demonstration
This is some “memory lane” kind of post. As you probably already know, I am working on an iOS port of Sylphis3d lately and I have been going through some old videos from Sylphis3D. I must admit the feeling is overwhelming. All those nights strugling with algorithms, data structures, broken drivers, experimental scripting… The vibrant community of […]
Read MoreSomething moving in the shadows…
I have been spending quite some time the last months working on a port of the Sylphis3d game engine to the iPhone. I am now to a point that the thing works really nicely. I will not get into details about the changes that I did to the engine for the purpose (I will keep […]
Read MoreGetting Started Again… True Megatexture
Greetings everybody! It been a long time since this blog was updated, I know! Well I was kind of busy lately. Looking for a job, finding a job, then doing the job and finally trying to get some free time for summer vacation and free time projects. You know that getting a new job always […]
Read More24 hours and 3GB later…
Its been almost 24 hours since the release of Sylphis3D and the sourceforge shows that 3GBytes were downloaded already about 10 e-mails expressing unbounded appreciation and some very nice comments. People are already jumping in to help with the website, doing changes and cleaning up the mess! I would like to thank every one of […]
Read MoreTomorrow the Release
The time has come… tomorrow is the release day of Sylphis3D as an open source project. I’m very excited for this new begining! This is going to be my biggest contribution to the open source community until now. The source that is going to be released counts ~45000 lines of code in C++ and Python […]
Read MoreOpen Sourcing Progress Update
As an update, I inform you that I’m pasting the license on the source files and getting the release ready. I’m going to publish on the sourceforge site where the Sylphis Generalized Triangle optimizer is published at the CVS. The engine is going to be hosted using SVN. Maybe there will be downloadable versions too, […]
Read MoreOpensource License
The last days I’m spending most of my time considering open source licenses and what would be the appropriate license for Sylphis3D. I must say that it is a very brain-melting procedure. I can see now why I could never became a lawyer! I initially started considering two licenses, the GPL and the BSD. These […]
Read MoreSylphis3D goes open source : BSD or GPL ?
I think this is good news on the doorstep today! Yeap! After long thoughts I came to the decision to finally open the source code of Sylphis3D. This is going to be a big step for the development of the game engine and
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