About nuclear (twitter: @jtsiomb)

I'm a graphics hacker.


October Challenge 2015
MiniLD 45

nuclear's Trophies

nuclear's Archive

LD #37 quick VR test before going to sleep.

Posted by (twitter: @jtsiomb)
Saturday, December 10th, 2016 11:57 pm

I decided to defer sleep for a bit, to also do a quick VR test. Dropped my libgoatvr library, and entered my unfinished room in VR with the Oculus Rift DK2.

Ludum Dare 37 “One Room” – progress 02 – VR

Now I’m really going to sleep.

LD #37 first (half) day progress.

Posted by (twitter: @jtsiomb)
Saturday, December 10th, 2016 11:30 pm

Spent all night modelling the room in blender, and it’s not close to finished yet. Grew sick and tired of boring modelling, so I then pulled code from my free software projects, and loaded a test export of the unfinished room with assimp.

Here’s a screenshot of the first real-time rendering of my room. Rudimentary GL fixed function lighting, and walking around in first person without collisions:

Ludum Dare 37 “One Room” – progress 01

Just starting

Posted by (twitter: @jtsiomb)
Saturday, December 10th, 2016 2:43 pm

I think I’ll take a stab at this. Hopefully I’ll keep at it this time and not trail off after a few hours. If I make it, it’s going to be a (optionally) VR game for GNU/Linux and windows, written in C++ with OpenGL for rendering, and using a ton of my free software libraries, and random code ripped from my other projects; see http://github.com/jtsiomb and http://nuclear.mutantstargoat.com/hg.

Here’s a completely pointless doodle/concept of the One Room I want to make for this:

Ludum Dare 37 “One Room” – concept

Stereoscopic tunnel for October Challenge 2015

Posted by (twitter: @jtsiomb)
Friday, October 30th, 2015 11:15 pm

stereotunnel icon

Hello fellow ludum-dare-ers!
So I split my october in half, wanting to maximize on my chances of crossing the finish line with *something* that makes $1.

First half I cleaned up and fixed a hack I’ve made a few years back. It’s not exactly a game, but it’s got 3D graphics so close enough for me; it’s a stereoscopic 3D tunnel effect. Made a cool menu GUI for it, fixed a couple of stupid bugs, and uploaded to the iOS app-store as free with ads, which was a very enlightening experience.
Turns out, I was done with the code first week of october, but only managed to get it approved, with ads running, 2 days ago! So lesson learned: if I want to release something on the appstore, and have it up at a specific point in time, do it a month early :)

I also decided to release the code under the GNU GPLv3, because what I’ve ended up with, is a very nice example (I think) of a simple UNIX make-based build system for building cross-platform mobile apps. This code currently builds on PC (linux/mac at least, I think also windows but haven’t tested), iOS and Android. iOS has it’s own xcode project (included), but everything else builds from my makefile.

Github source code
iOS appstore page (or search for “stereoscopic tunnel” on the store on an iOS device).

Please check it out if you have an iOS device (it’s free with ads), because right now I’ve just made 40 cents off the ads, and I want to hit the full glorious dollar by the end of october to feel like I’ve accomplished the October challenge :)


The second half of october I was making an actual game. It’s obviously not done, but I’ll extend my own personal october challenge to november, because I really want to release this before the holidays, as it’s an xmas-themed game. I’ll edit this post with extra info if I ever manage to finish, release it and make money out of that one. For now I’ll leave you with a development screenshot:


Unfinished LD#33 game progress shots

Posted by (twitter: @jtsiomb)
Wednesday, August 26th, 2015 9:16 pm

I didn’t find the time to finish my entry for LD33, so I thought I’d post my progress shots here for posterity, showing how far I’ve managed to take it:




Maybe I’ll manage to finish something next time.

LD33 Progress

Posted by (twitter: @jtsiomb)
Saturday, August 22nd, 2015 9:56 pm

I started working on my entry for LD33 after all, and although it still seems highly unlikely that I’ll finish it in time, I’ll go with it for as long as it’s fun. Maybe the jam deadline is more reasonable…

The concept goes like this: you’re Blobby the dragon, hoarding your treasure in a dark(ish) dungeon. From time to time, greedy adventurers stumble into your halls, attempting to steal your gold and gems. This aggression will not stand (man), and you’ll have to move fast and burn them with your fire before they reach your stash.

Anyhow, here’s a progress shot, and short explanation of what I’m doing:

I’m experimenting with making a procedural “dragon” head & neck, out of metaballs and meta-bezier-curves plus a couple of strategically placed detail objects (like horns). Moving the mouse will move the end points of a bezier curve (see shot above), thus moving the dragon’s head and neck around. Clicking the mouse will make it shoot fire (particles), burning the adventurers, which more than likely will just mindlessly charge directly towards the dragon.

Btw, not using any 3rd party code or engines for this. It’s all more or less from scratch with OpenGL, using some of my own, free software libraries. All the geometry so far is procedurally generated.

I’m possibly in…

Posted by (twitter: @jtsiomb)
Friday, August 21st, 2015 8:25 pm

I think I’ll attempt to do something if time allows. Theme seems interesting enough, and I already have a few ideas. Going to be using C++, OpenGL, and all my free/open source libraries if I do end up doing anything: https://github.com/jtsiomb

Have fun everyone.

Submitted “Deepstone” unfinished.

Posted by (twitter: @jtsiomb)
Sunday, September 22nd, 2013 10:57 pm

Ok so today I didn’t have much time to finish this game. But instead of not submitting anything, I just submitted it as it is (i.e. not really a game at this point) because I quite like the look of oldschool 256color 3D graphics it has :)


[Entry link]

So basically you just walk around first person, in my “dungeon” model with WASD and mouselook.

It’s a bit slow on my pentium 200 which was the target/dev machine, because the fixed point rasterizer is very glitchy and I don’t have time to fix it, so I reverted back to the SLOW floating point polygon rasterizer.

I’ve included binaries for MS-DOS (of course), windows, and linux, for convenience. I’ve also bundled in the submission zipfile a version of dosbox ready and configured to run the “game” directly. Full source code is included in the archive, licensed under the GNU General Public License v3 (or later).

The code is written in pure C, with some inline assembly bits here and there.

Anyway, I had fun with this, and I took the oportunity to nudge my 256-color software 3D renderer along, with the clipper it sorely needed and all the other additions and bug-fixes I did these couple of days. I’ve also wrote (today) a rather nice interrupt-based keyboard input handler for DOS, which I can reuse in the future :)

Also fun was setting up the dev environment I’ve set up on my DOS machine. I used Watcom C/C++ 11.0, with wmake for building, a DOS build of vim 7 for editing source code, and the mTCP TCP/IP stack for DOS which I used to ftp source code back and forth between my main GNU/Linux box and the DOS machine.

Progress shot of “Deepstone”

Posted by (twitter: @jtsiomb)
Saturday, September 21st, 2013 9:22 pm

Ok so I think that once again I started writting something over-ambitious, but anyway here’s my progress shot after the first day of coding on my MS-DOS first person dungeon crawler game (not gonna happen): Deepstone…. (details after the pic).


Deepstone under development

I’m running this on my old Pentium 200mmx MS-DOS machine, as seen in the pic. It still sucks a lot, but I’ve got crappy affine texture mapped polygons, 256 color palette managment which automatically manages the gouraud shading color ramps on textured polygons, 3D polygon clipping,  and first person shooter-like camera control with free mouselook.

It’s not all from scratch; some of the code I’ve ripped out of a simpler DOS 3D hack I wrote about a year ago. For the most part what I did today was port the code from 16bit BorlandC to 32bit WatcomC, rewrite the rasterizer, write a 3D polygon clipper, and fix horrible bugs all over the place. The 3D scene in this shot was ineptly created in blender.

The idea, which doesn’t look like is going to happen, is to have the player walk around a small pre-modelled dungeon, and collect treasure, while ideally fighting a couple of “monsters”. Realistically, it’s very unlikely that I’ll find time to add monsters, so it might become just a dungeon “exploration” “game” (note the amount of quotation marks :)

Intravenous-Interventor – first day progress

Posted by (twitter: @jtsiomb)
Saturday, April 21st, 2012 7:48 pm

I’ll probably not get much more done today before going to sleep. Hopefully I’ll be able to continue tomorrow. If not, well, it was fun so far :)

My game is called “intravenous interventor”, it’s about a tiny ship that moves inside the veins and is tasked to destroy all viral cells and fatty lipids before they accumulate. The controls are first-person mouselook approximately descent-style.

I’m writting it in C and C++, with OpenGL, and GLSL shaders.

In the beginning there was the teapot

Posted by (twitter: @jtsiomb)
Friday, April 20th, 2012 9:09 pm

Just started coding my first ludum dare ever. I’m not sure I’ll have the time to complete anything, as I’ll probably won’t be able to do much for most of sunday but I think It’ll be fun either way :)

Here’s a shot of the humble beginnings of my attempt. All my OpenGL programs start with a teapot :)

Time to go to sleep in order to start working on the actual game as soon as possible.

[cache: storing page]