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Posts Tagged ‘Bork3D’

Monstercraft Postmortem Part 3: Win32 and iOS

November 30, 2010 Leave a comment

The port to C++ for Win32 and then iOS took about 60 hours.  As with Zombie Outhouse, I used Instant C++ to port the C# to C++ which took about a minute.  The rest was all manual labor.  Monstercraft runs on the same bioroid enhanced version of the bork3d engine that was used for Zombie Outhouse so it uses a custom C++ XNA style layer to ease the process.

There were a few parts of the port which I felt took too long and need to be optimized for the future.

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Zombie Outhouse Development Part 6

November 29, 2010 Leave a comment

Zombie Outhouse Development Part 6: To the iPad and beyond!

[Just like a zombie, this blog is back from the dead.  Apologies for the neglect.  I got derailed a few times but am back on track.  There will be a flurry of posts over the next few weeks to catch up on the backlog and then we’ll focus on an upcoming action rpg project.]

Soon after the iPad came out, I wanted to upgrade Zombie Outhouse to add native iPad support using the higher resolution art that was used in the Xbox 360 version.  But luckily [really?], I got sidetracked with the Cyborg Mice web comic.  A few months later, Apple announced the iPhone 4 with its high resolution Retina Display.  Believe it or not, this actually would make the porting job a much easier task.

Zombie Outhouse Development Part 4

February 23, 2010 Leave a comment

Zombie Outhouse Development Part 4: Porting to the iPhone with the Bork3D Engine

[Apologies for the long hiatus but I hope be back on track and am planning on weekly updates for this blog]

When it came time to port Zombie Outhouse to the iPhone, I looked at numerous options to help ease the process.  After the dust settled, I decided on the Bork3D Engine.  Some of the reasons were:

  • It’s C++!!!!
  • Low price ($49 for an indie license)
  • Full Source Code
  • Lightweight and clean

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