The Blobbiest of Physics

As the next step in my little home brew physics engine, I was to create a simple game. Something that uses the capacity of my engine for 3D physics, is interactable with the player, and has a win or lose condition. I decided to make a blob game in which the player must avoid AI…

CUDA for 3D Collision Detection

Having been working on a pretty simple physics engine in c++ for the past few months, I was starting to reach the limit of my CPU in terms of number of simulated bodies, this limit being around 150 bodies. I began thinking that maybe there would be a better way to deal with detecting and…

Rest API Based Game

Most multiplayer games rely on an active and constant network connection between all players. While this is nearly mandatory for most types of games, where quick responses and active play are crucial, not all games have such requirements, however. Games such as Civilization and other turn based games often have the ability to play over…

Production

Green Mountain Games Fest Yesterday Phlegmatic Studios exhibited RoboRuckus, as our new name is, to hundreds of people at the first Green Mountain Games Fest at Champlain College. It proved to be a resounding success, with nearly everyone who saw the game giving positive feedback and the desire to see where we take the tech.…

Solar System Simulation

Creating a realistic simulation of a solar system has proven to be an interesting project. It seemed simple enough at first, just find out the orbital distance and speed of each planet, apply those to a particle, add the force of gravity from another particle acting as the sun, and you’ll have a good simulation,…

Production

Browser Controller I have successfully implemented the browser controller, which currently works on most Android and iOS devices. The system implements WebSockets to make a connection to the server then feeds touch data through the socket connection. The interface as it stands currently allows for a large amount of future customization and alteration. The current…

Production

Implementing an alternative control interface One of the major goals over the last semester was improving our control interface. Seeing as we are using a mobile device as the control interface, it both limits and opens up a lot of possibilities. More importantly than the actual interface, though, is the accessibility of the interface. Until…

Production

Second Semester After a break of a month, it’s time for production to resume for the final 4 month. We’ve added 5 new team members to Phlegmatic Studios and are looking forward to working with them to improve our game as much as we can. We have a lot of ideas to discuss and decide…

Production

The first four months of Push-It Push-It as a game began significantly different than what we have now. When we began, we knew we wanted to create a cooperative multiplayer experience, and that was about all we had. We had not yet determined what the gameplay, objective, or visual style would be, but knew we…

Production

Presentation Last night we finally reached the pinnacle of the semester, the senior show. 14 teams brought forward all of their progress and achievements over the course of the semester to vie for one of the slots going forward to next semester. We saw a wide range of games, and most of them looked great.…