Sunday, December 31, 2017

The New Physics Engine

PlumeriaSC 3.3 is finally done and ready for the 2018 New Year. We have totally redesigned the 3D Physics Engine with a new collision and motion engine for both boxes and spheres. Hopefully soon we will have a review on this blog of the physics book that finally worked. If you would like to see a quick demo of the new physics engine you can watch the new PlumeriaSC 3.3 video on our Solar Fusion Software YouTube site.
Also, we have designed a new game with 3.3 called Apple Attack. It is bundled with our Apple Attack Pack which includes three free games: Apple Attack where you vacuum apple trees, an updated version of Apple Pong with a new scoring system, and Wacky Ball a remastered version of the first game ever made in PlumeriaSC 3.

Thursday, October 5, 2017

PlumeriaSC 3 Anniversary

It's PlumeriaSC 3's one year anniversary and to celebrate we are working on a massive update. While you wait check out the newly released version of Tiger Engine 1.1 . If you are wondering why there haven't been any PlumeriaSC 3 updates a tree fell on our house with one of the recent hurricanes :/ . Thankfully no one was hurt and the tree is no more :) .

Thursday, June 22, 2017

The Tiger is Unleashed

Ever wish you could edit or replace a method in Apple's Cocoa API? We have created just what you need. The Tiger Engine is an open source API which can create JSON files and object oriented C functions similar to Cocoa. It is designed to be cross-platform and is written entirely in C. It reads and writes JSON files natively since the engine’s objects are all designed around the JSON format. Also the engine is object oriented but never exposes the malloc() and free() functions just like Cocoa. You can check it out on Github here: https://github.com/TigerFusion/TigerEngine

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