Sep 302011
 

Cheering

More or less what we are going for.


We have recently started to try and make the presence of BlackTopp Studios and it’s engine, the Physgame Engine better known throughout the community.  If you are joining us or checking us out for the first time feel free to have a look around and if you have any questions please contact us or ask in the forums.  This website is relatively new so we haven’t yet had the chance to bust out all the bells and whistles just yet, and our forums still have their “new forum” smell.  But don’t let that discourage you.  We are eager to assist any and all willing participants in the development of the Physgame Engine, whatever your purpose may be.  Whether that is class project, resume building, or just getting more programming experience.

I’d also like to say that if you know someone that may be interested in game development please bring us to their attention.  We would like to expand our community as much as possible.  If you are in the Omaha, NE area, then you can meet with us in person at the next scheduled OGDA meeting.

OGDA Website

Mar 272011
 
New Documentation Available

We have uploaded a new version of the Physgame API Documentation. This is a great overview of our current progress if you are interested in making video games with the Physgame Engine. A significant effort has been made to keep it up to date with the actual engine functionality, but not as much effort was [...]

Mar 182011
 
Progress In the New Year

Since the new year we have been adding features and pressing for more performance in our game engine. Every member of the team something good to show. Kirk has the Mac port of the Physgame Engine back in a demo worthy state. John has added support for changing graphics configuration at run-time, added user interface [...]

OGDA Demo

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Jun 202010
 
OGDA Demo

Sqeaky awoke Monday to an email from Dave, the organizer of the Omaha Game Developers Association. He asked us to present what we had… which was a robot falling onto another robot… Not acceptable. Despite this we knew we had an engine with lots of great features and nothing visually to show for it. All [...]

Jun 142010
 
Math, Rays and Lines of code

We have made some pretty solid progress this last week on The Physgame Engine. John fixed a couple bugs while Sqeaky and Kirk laid down some new functionality. We got some simple work done that didn’t seem momentous until we stepped back and took a fresh look. John fixed a bug that was interfering with [...]