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Category Archives: Crush the Castle

Porting a Fixed-Function Game to a Programmable Pipeline: Part 3

I’m porting Crush the Castle from a fixed-function, OpenGL 1 renderer to a programmable, OpenGL 2 renderer. In the last couple of posts I described how I separated my initial fixed-function renderer into three distinct classes: An abstract Renderer interface that the game itself talks to A concrete implementation of the Renderer interface that uses [...]

Also posted in iPhone, programming

Porting a Fixed-Function Game to a Programmable Pipeline: Part 2

This series of posts is about converting an existing OpenGL 1 renderer into a “dual,” abstract renderer that can speak to either OpenGL 1 or OpenGL 2 depending on what the hardware supports. In the particular case that I’m working on, I’m taking Crush the Castle, which was written for OpenGL 1 hardware on the [...]

Also posted in games, iPhone, programming

Porting a Fixed-Function Game to a Programmable Pipeline: Part 1

I’ve started work on porting Crush the Castle from the iPhone/iPod Touch to the iPad. I thought I’d share some of the technical issues I’ve encountered while expanding the Crush the Castle renderer from an OpenGL 1-based system to a system that supports both OpenGL 1 and OpenGL 2. When my daughter wants the iPad [...]

Also posted in games, iPhone, programming, technology

An Update for Crush the Castle is On Its Way

An awesome new update for Crush the Castle is on its way to the iPhone App Store. The update adds a whole new continent with 40 additional levels, three insane new weapons, improvements to the editor, even faster performance, and more. If you haven’t tried Crush the Castle on your iPhone or iPod Touch, the [...]

Also posted in games, iPhone