Sunday, April 23, 2017

Corona SDK's founder RIP

Well I woke up to shock today. One of the co-founders of Corona died almost a year ago (May 17 2016). Although it is just now that it seems to be getting around the web a few days ago. I was fortunate enough to meet him at a meetup several years ago. His speech was very respectful and at the end he came up to me and was interested in talking more about OpenGL shaders. All of the examples he demonstrated still inspire me today especially the 2D physics engine and how he wrote his own iOS simulator with a homegrown touch keyboard (that had to have taken a long time to write). Here's a link to Corona's Forum about this https://forums.coronalabs.com/topic/68591-my-tribute-to-carlos-icaza-rip/

Tuesday, April 11, 2017

See What is New!

Game Updates:

Galactic Space Junk: has been updated with fog and it only took ten years to discover it uses less than 5 lines of code :-) .

Wacky Ball: added better bouncing physics so it’s more fun and a lot like the original.

Plumeria Updates:

Ready to take a trip down memory lane? Well I am! We added the original video of PlumeriaSC 1 on our YouTube page. PlumeriaSC 1 had 40 video tutorials and over 100 project examples explaining all of the many aspects of the visual language including audio, networking, and graphics.



Plumeria Smart Creator 3.2 is out! The tasks and categories have been moved for better clarity. The Bubble Particles tutorial is back and the Newton’s Cradle example is now a tutorial. Also the programming reference documentation has now been updated and reorganized with all of the new features. If you do not see a feature you want stay tuned because we are working on a ton of new technologies. As always if you have any questions or comments you can always email us by selecting the “Contact” link in the sidebar on our website or post on this blog.


Wednesday, February 15, 2017

Creating a Solvable Maze

You may have noticed a lot of pictures of mazes on the internet but very few examples of the algorithms computers use to generate them. Below I have some images of a maze program I recently created in C.
The 0 and spaces are the grid. Once the maze generator starts the 0s become 2s and the spaces become 1s which link the 2s.

The next step is to randomly move the paths around the grid and if the path is finished start a new path where there are still some 0s. Once every 0 is a 2 the maze is done and will look like below.
The nice part about the finished maze above is that it is solvable from any point. Note some of the links below create the walls first. I found it easier to create the paths.

This will get you started on maze algorithms:
https://en.wikipedia.org/wiki/Maze_generation_algorithm

An actual maze generator with source code:
https://www.shadertoy.com/view/XdKGWK

Monday, December 12, 2016

PlumeriaSC 3.1 & Free Games

Well it is now truly Christmas and Plumeria Smart Creator 3.1 has just been released. The features include...
- A new more realistic 3D physics engine.
- Four new tasks that make it easier to modify other tasks in the same object group.
- Tables that allow importing more motion and lighting tasks.
...Just to name a few.
Since we have significantly improved PlumeriaSC 3, we created two new games that can be downloaded for free in the Games section of the Solar Fusion Software website.
Take PlumeriaSC for a test drive today and find that there is no way to create an error. Discover and master something exciting and challenging. Let your creative side go and no worries about making errors that are hard to find and cause your computer to conk out.
Finally, as a Christmas gift we have lowered the price of PlumeriaSC 3.1 to $14.99. Merry Christmas!

Wednesday, September 7, 2016

PlumeriaSC 3.0.1 Released

Well since we could only find a few bugs we decided to add new features that would not affect the structure of the projects. The bugs first:
- Fixed the Text Box so that it scales with the size of the window.
- Orienting the circles, rectangles, and rings toward the camera (billboarding) now supports scaling.
- Fixed Number tasks that would not work correctly with Motion.
New Cool Stuff:
- The Project Window now is resizable
- The Simulator and Published Apps support different screen ratios
and much more

Tuesday, July 19, 2016

Christmas in July! PlumeriaSC 3 is here.

Plumeria Smart Creator 3 for Mac has been released! It uses an artificial intelligence algorithm and a visual interface to stop the top three problems in programming languages - crashing, freezing, and syntax errors. The interface uses a simulator and a project browser all in one simple window. PlumeriaSC 3 gives you the ability to drag sliders, change popup button values, and modify 3D graphics all in real time. Simply put it uses an interface of an IDE (Integrated Developer Environment) like Xcode and the interaction of a 3D modeling program together. The download and tutorials are free but if you would like to save and open files you can purchase the pro version for $29.95. Download PlumeriaSC for free today!

Monday, May 2, 2016

What Is Order Independent Transparency?

When programming 3D graphics with something like OpenGL the transparency only works when polygons are programmed in the correct order. A new idea for 3D graphics has emerged called Order Independent Transparency (OIT). OIT algorithms do not care what order the polygons are programmed in. There is one big gotcha with OIT though. Every transparent layer has to be drawn in an off screen buffer then combined at the end of the cycle. This can slow a computer’s performance significantly so I usually limit it to 3 or 4 layers.

Recently, faster OIT algorithms have been made. One of my favorites is Weighted, Blended Order-Independent Transparency by Morgan McGuire.  One big advantage is that it draws everything into one buffer per cycle. This means no matter how many transparent polygons are programmed only one layer is needed. If you would like to read more about this idea check out the links below:

Morgan McGuire’s Blog:

http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html

This site has more working examples with source code that Morgan did not mention in his blog:

https://developer.nvidia.com/gameworksdownload