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OpenGL (ES) 2 tutorials

Posted by
Sunday, September 25th, 2011 4:38 am

While studying OpenGL 2, which is gaining widespread availability in mobile devices, I released there were few free/open (as in: anybody can share and contribute) resources on the subject – and too many outdated documentation on legacy OpenGL 1.x.

So a few fellow contributors and I set up a new set of tutorials based on modern OpenGL, through the excellent Wikibooks project (CC-BY-SA).


The code samples are in the public domain.

I bet quite a few LDers have something to say on the subject – we would much welcome proof-reading and comments :)

Base code

Posted by
Friday, December 17th, 2010 3:11 pm

Hi LD48ers!

I”ll be using base / generic code from the previous minild’s:


See you in a bit for the start!


Posted by
Sunday, November 28th, 2010 5:28 pm

Back to day job, it was a great week-end with you guys (and girl)!


And a lil’ screenlapse ๐Ÿ˜€


Posted by
Sunday, November 28th, 2010 3:49 pm
Missing sending gone wild!

Missile sending gone wild!

Posted by
Sunday, November 28th, 2010 11:52 am

I had to take a break for family reasons which took me most of the day, but maybe I can still do something tonight :)

I had to take a couple hours to figure out windows deployment, basically: do not use windows 7 (py2exe doesn’t seem to work there), and be aware that pygame doesn’t run in a KVM virtual machine (while C SDL does!).

So I’m building in a wxp vm, testing in a woe7 pm. Result: the sounds is much slower / less chunks at the same time under windows, ruining my rapid-gun-fire effect. woe is win…

Anyway, I have RAILGUN!

Rail Gun !

Rail Gun !

with a sound effect that I’m proud of (sfxr tuning).

Now I have to make an actual level… fast!

Getting somewhere

Posted by
Saturday, November 27th, 2010 10:13 am


With the built-in screenshot feature, I can get rid of tearing in my pictures at last :)

Duckie can die, but not giant fly – working on fixing that injustice now.

MiniLD #22 – GunDuck Force IV

Posted by
Friday, November 26th, 2010 2:52 pm

There was a “R-Type contest” last year at a SDL tutorial site (eventually cancelled), and I contemplated writing something. I didn’t do much (a scrolling background and a movable “ship”), though that test app recently helped me test a lot of scrolling-related issues (vertical sync, crt vs. flat displays smoothness, opengl vs. software rendering in the galaxy of GNU/Linux possible configurations, etc.).


My goal for this week-end is to produce at least one playable and FUN level.

The title is a tribute to a well known side-scrolling shooter from the Genesis/Megadrive era (as for ducks, I’ve been crossing a few of them for the past few months, I can’t explain :p).

Over last week I experimented with fixed logic framerate and independent graphic framerate, as described at http://dev.koonsolo.com/7/dewitters-gameloop/ and in the Fixed Rate Pig demo (olofson: cheers! – and please name your variables better ;)). This is my starting point, written in Pygame. During the week-end I’ll try to focus on the game itself rather than toying with programming concepts.


Being in the European timezone, I’ll start this MiniLD the best way ever: by having some mind-refreshing sleep :)

Progress report on GROUNDED

Posted by
Saturday, September 25th, 2010 11:48 pm

In this game, lil’ boy need to avoid getting GROUNDED and escape the supermarket where he’s injustly blamed for some mischief, avoiding the guardians in a MetalGear (’87) – style sneaky way.


14h spent so far, mainly on programming. I’m using Pygame (programming), Gimp (graphics), SFRX, Audacity (sfx), ZynAddSubFX (virtual keyboard).ย  The OS is GNU/Linux.

Trying to get with something playable for the miniLD over the standard 48h week-end delay – but I couldn’t turn down an invitation on saturday night ๐Ÿ˜‰

So far I have a basic scale2x top-view with scrolling (fixed-rated logic&render), tiled background, moving sprites, turbo-mode (FPS*3), the very beginning of a built-in background editor, and code is still maintainable ๐Ÿ˜‰ Also there’s a psychedelic “drunk-mode” effect (drink to build-up courage, but lose your balance!).

I had spent a few days on learning Blender recently but for now I’ll still have to make do with my limited Gimp skills.

Capture-pygame window

Oh, and I have some recorded screams for lil’ brothers from years ago. That breaks the “no prior art” rule but that complies with the “collaborate with a n00b” one ๐Ÿ˜›

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