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6. May 2019

If you are looking for a tool to quickly create complex shaders by mixing and matching existing shaders, ShaderFrog might be the perfect tool for you!  Running entirely in your browser, ShaderFrog can be used to create WebGL shaders in two ways.  First you can create a shader by connecting together existing shaders, to create a new composite shader.  Shaders can even be imported from ShaderToy or the GLSL Sandbox.


In addition to the composition based approach, there is also a full blown GLSL text editor with automatic compilation/error reporting, syntax highlighting and more.  Once you are happy with your created shader, you can save it, share it, or export it to iOS, Unity or Three.js.

Check out ShaderFrog in action in the video below.

Programming Design Art

26. April 2019

Several weeks ago, Godot 3.1 finally shipped after a year of development.  Since then, several details and hints about what are coming in the 3.2 release have become available.  This post is gathering all of those details together in a single place.

There have been a few posts on the Godot website detailing 3.2 features:

In addition to these announced features, several more have been discussed on Twitter.





Now what’s not happening in Godot 3.2:


Godot 4.0 is a release much further down the road and will include the Vulkan renderer and other improvements.  For details on the 4.0 release check out this previous post.

Programming General

13. March 2019

Just 7 years after doing our Battle of the Lua Game Engines comparison between Gideros, Corona, Love and MOAI, we have finally done a hands-on review of the Gideros game engine.  A lot has changed in 7 years, including the fact that Gideros is now free and open source, available on GitHub.  It is a well documented, cross platform (Windows, Mac, Linux, Pi) 2D game engine capable of targeting all those platforms as well as the most popular mobile platforms including iOS and Android.  One of the biggest strengths of Gideros is it’s Player application, enabling real-time testing over Wi-Fi, vastly improving the testing and deployment phases.

Thankfully you do not have to build Gideros from source, with downloadable installers available here.  In addition to Gideros, I highly recommend you check out ZeroBrane Studio for a superior Lua development experience.

The following video shows Gideros Studio in action:

The code we created in the video above was:

local font ="Roboto.ttf", 64)
local text =,"Hello Cruel World!")


function mainLoop()
	local x,y,z = text:getPosition()

stage:addEventListener(Event.ENTER_FRAME, mainLoop)
You need to place a font named Roboto.ttf (or any ttf font, just change the parameter in the first line of code if you substitute your own font) in your assets directory for this to run.

If Gideros doesn’t appeal to you, but you are still interested in a Lua based game engine, be sure to check out our Love/Lua tutorial series available here.


16. February 2019

So many of the best games ever created use the Isometric graphic style.  Games such as Baldur’s Gate 1 and 2, Planescape Torment, Ultima 7, XCom and Diablo 1 and 2 are shining examples of games made in this style.  In this tutorial we show how you can easily create Isometric style maps using the excellent open source Tiled map editor.  We show how to import multiple tilesets, create an isometric tile map composed of multiple layers and how to define triggers and properties for use in your game.

Resources Used/Mentioned in this Tutorial:

Programming Design Art

7. February 2019

Today we are looking at the Magnum Engine, a cross platform C++ game framework, which just released version 2019.1.  It is very similar in scope and functionality to the Kha Framework and the BS::Framework.  The Magnum Engine is completely modular, so you only pay for the functionality you need and ignore the rest.  It provides most of the functionality you would require to build a game engine including rendering, scene graph, audio, input handling, texture and model loaders and more.

The Magnum Engine is available on the following platforms and/or using the following renderers:

  • Linux and embedded Linux
  • Windows, Windows RT (Store/Phone)
  • macOS, iOS
  • Android
  • Web (asm.js or WebAssembly), through Emscripten

Graphics APIs:

  • OpenGL 2.1 through 4.6, core profile functionality and modern extensions
  • OpenGL ES 2.0, 3.0–3.2 and extensions to match desktop OpenGL functionality
  • WebGL 1.0, 2.0 and extensions to match desktop OpenGL functionality

The project is open source and hosted on GitHub under the MIT open source license.  Getting started documentation is available here while several compiled examples can be found here.  To learn more about the Magnum Engine, be sure to check out the video below.

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