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	<title>TidalWare Blog &#187; Development</title>
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	<link>http://blog.tidalware.com</link>
	<description>Behind the Scenes</description>
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		<title>New 3D Platform Game Coming Soon to&#160;iPhone!</title>
		<link>http://blog.tidalware.com/2010/07/new-3d-platform-game-coming-soon-iphone/</link>
		<comments>http://blog.tidalware.com/2010/07/new-3d-platform-game-coming-soon-iphone/#comments</comments>
		<pubDate>Fri, 23 Jul 2010 13:20:37 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[TidalWare]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[gravity]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[ipod touch]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[planets]]></category>
		<category><![CDATA[platform]]></category>
		<category><![CDATA[screenshots]]></category>

		<guid isPermaLink="false">http://blog.tidalware.com/?p=271</guid>
		<description><![CDATA[I&#8217;d like to introduce you to something I&#8217;ve been working on for the past 8 months. How does a brand new all-3D adventure platform game exclusive to iPhone sound? The game is entirely physics driven, with gravity as a core gameplay element. Oh, and it&#8217;s galactic. Move between and explore planets of many shapes and [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;d like to introduce you to something I&#8217;ve been working on for the past 8 months.</p>
<p>How does a <strong>brand new all-3D adventure platform game exclusive to iPhone</strong> sound?</p>
<p>The game is entirely physics driven, with gravity as a core gameplay element. Oh, and it&#8217;s galactic. Move between and explore planets of many shapes and sizes.</p>
<p>It&#8217;s ambitious, and the very first of its kind on the iPhone platform.</p>
<p>Here are some screenshots. Note that the art/levels are experimental (for testing stuff). Essentially, what you see here only scratches the surface of what is possible with its engine.</p>
<p><img src="http://blog.tidalware.com/wp-content/uploads/2010/07/scrn1.png" alt="Screenshot 1" title="Screenshot 1" width="480" height="320" class="alignnone size-full wp-image-272" /><br />
<img src="http://blog.tidalware.com/wp-content/uploads/2010/07/scrn3.png" alt="Screenshot 2" title="Screenshot 2" width="480" height="320" class="alignnone size-full wp-image-272" /><br />
<img src="http://blog.tidalware.com/wp-content/uploads/2010/07/scrn4.png" alt="Screenshot 3" title="Screenshot 3" width="480" height="320" class="alignnone size-full wp-image-272" /><br />
<img src="http://blog.tidalware.com/wp-content/uploads/2010/07/scrn5.png" alt="Screenshot 4" title="Screenshot 4" width="480" height="320" class="alignnone size-full wp-image-272" /><br />
<img src="http://blog.tidalware.com/wp-content/uploads/2010/07/scrn6.png" alt="Screenshot 5" title="Screenshot 5" width="480" height="320" class="alignnone size-full wp-image-272" /><br />
<img src="http://blog.tidalware.com/wp-content/uploads/2010/07/scrn7.png" alt="Screenshot 6" title="Screenshot 6" width="480" height="320" class="alignnone size-full wp-image-272" /><br />
<img src="http://blog.tidalware.com/wp-content/uploads/2010/07/scrn8.png" alt="Screenshot 7" title="Screenshot 7" width="480" height="320" class="alignnone size-full wp-image-272" /><br />
<img src="http://blog.tidalware.com/wp-content/uploads/2010/07/scrn9.png" alt="Screenshot 8" title="Screenshot 8" width="480" height="320" class="alignnone size-full wp-image-272" /></p>
<p>When will it be launched? Sometime this year.</p>
<p>For announcements, <a href="http://twitter.com/tidalware" target="_blank">follow TidalWare</a>.<br />
For technical development updates, <a href="http://twitter.com/danielsefton" target="_blank">follow danielsefton</a>.</p>
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		<title>iPhone, Urchin &amp; Something&#160;New</title>
		<link>http://blog.tidalware.com/2010/07/iphone-urchin-something-new/</link>
		<comments>http://blog.tidalware.com/2010/07/iphone-urchin-something-new/#comments</comments>
		<pubDate>Fri, 16 Jul 2010 12:53:44 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[TidalWare]]></category>

		<guid isPermaLink="false">http://blog.tidalware.com/?p=260</guid>
		<description><![CDATA[It&#8217;s hard to believe, but TidalWare has been around for 2 years on August 30th. Not much has happened on the public front, but a lot has been going on behind the scenes. Besides writing code for 730 days, I&#8217;ve been feeling my way around the realm of indie game development. The purpose of TidalWare has [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s hard to believe, but TidalWare has been around for 2 years on August 30th. Not much has happened on the public front, but a lot has been going on behind the scenes. Besides writing code for 730 days, I&#8217;ve been feeling my way around the realm of indie game development. The purpose of TidalWare has been swings and roundabouts &#8211; I made some good progress with <a href="http://www.tidalware.com/games/projectutopia" target="_blank">Project Utopia</a>, but obviously it&#8217;s not sane for a startup to rely solely on such a huge project.</p>
<p>Last year I turned to the iPhone platform. It seemed an excellent starting point for an aspiring developer: make almost anything and distribute it worldwide for just 100$. <a href="http://www.ogre3d.org/" target="_blank">Ogre 3D</a> also had a very promising port in development, which was great since I had already spent a couple of years working with it. So I began to create a very basic prototype back in November.</p>
<p>8 months into development, and what started out as something simple has become an ambitious project. I never planned anything, so it has pretty much evolved over time. To be honest, I never thought it was even possible on the iPhone.</p>
<p>I took a break early June, and set myself the task of releasing something -anything- into the app store as fast as possible, provided it does what it says on the tin, with no bugs or crashes. 2 weeks later I had done just that. On the 14th day I submitted it to Apple, and by the 20th day it was in the app store. It was a great learning exercise about the process of creating an app from start to finish, using purely the iPhone SDK and Objective-C. Most importantly I got a taster of what the submission process is like.</p>
<p><a href="http://www.tidalware.com/games/urchin" target="_blank"><img src="http://www.tidalware.com/games/urchin/urchin_logo.jpg" alt="Urchin for iPhone and iPod Touch" /></a></p>
<p>It&#8217;s called <a href="http://www.tidalware.com/games/urchin" target="_blank">Urchin</a> &#8211; the app store link is <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=378396373&#038;mt=8" target="_blank">here</a>. It might keep the kids quiet for a little while ;)</p>
<p>Since then I&#8217;ve returned to developing my ambitious 3D app. I&#8217;m working on it full time around the clock, making exciting progress. Be sure to <a href="http://twitter.com/danielsefton">follow me</a> on my personal Twitter if you&#8217;re interested in the development side. Any announcements will be on <a href="http://twitter.com/tidalware">TidalWare&#8217;s twitter</a>.</p>
<p>I will be revealing some details about the project in my next post. Stay tuned!</p>
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		<title>Dev Diary 4:&#160;Shadows</title>
		<link>http://blog.tidalware.com/2009/12/dev-diary-4-shadows/</link>
		<comments>http://blog.tidalware.com/2009/12/dev-diary-4-shadows/#comments</comments>
		<pubDate>Tue, 29 Dec 2009 22:44:34 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Development]]></category>

		<guid isPermaLink="false">http://blog.tidalware.com/?p=224</guid>
		<description><![CDATA[Sinbad recently added shadow support to the new Ogre terrain. What a difference!]]></description>
			<content:encoded><![CDATA[<p>Sinbad recently added shadow support to the new Ogre terrain.</p>
<p>What a difference!</p>
<p><a href="http://blog.tidalware.com/wp-content/uploads/2009/12/projectutopia-shadows.jpg" target="_blank"><img src="http://blog.tidalware.com/wp-content/uploads/2009/12/projectutopia-shadows-177x300.jpg" alt="Project Utopia Shadows" title="Project Utopia Shadows" width="177" height="300" class="alignnone size-medium wp-image-225" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://blog.tidalware.com/2009/12/dev-diary-4-shadows/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
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		<item>
		<title>Development Diary&#160;3</title>
		<link>http://blog.tidalware.com/2009/12/development-diary-3/</link>
		<comments>http://blog.tidalware.com/2009/12/development-diary-3/#comments</comments>
		<pubDate>Thu, 10 Dec 2009 00:16:00 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Development]]></category>

		<guid isPermaLink="false">http://blog.tidalware.com/?p=217</guid>
		<description><![CDATA[Three months since our last post, where does the time go?! Okay, new dev diary for you. If you&#8217;ve been following us on Twitter, you&#8217;ll know that we&#8217;ve still been very busy with stuff, including, yep, Project Utopia. By the way, we setup a Flickr page for Project Utopia if you didn&#8217;t already know. Those [...]]]></description>
			<content:encoded><![CDATA[<p>Three months since our last post, where does the time go?!</p>
<p>Okay, new dev diary for you. If you&#8217;ve been <a href="http://twitter.com/tidalware" target="_blank">following</a> us on Twitter, you&#8217;ll know that we&#8217;ve still been very busy with stuff, including, yep, Project Utopia.</p>
<p>By the way, we setup a <a href="http://www.flickr.com/photos/tidalwareinteractive/sets/72157622610781679/">Flickr page</a> for Project Utopia if you didn&#8217;t already know.</p>
<p>Those screenshots look neat, huh? However, we hit a bit of a dilemma. The terrain system featured in those screenshots looks impressive, but there&#8217;s various underlying problems. Not only that, but Ogre, the 3D engine we use, has a brand new terrain system in the works. Here&#8217;s a lowdown of the advantages/disadvantages:</p>
<p><strong>Current terrain:</strong><br />
<u>Advantages:</u><br />
- Beautiful, powerful atmospheric system.<br />
- Feature rich including paging, splatting, normal and parallax mapping etc.<br />
<u>Disadvantages</u><br />
- The sky with atmospheric scattering is intensive and requires a decent graphics card.<br />
- No dynamic weather.<br />
- Uses the old Ogre terrain system.<br />
- Shaders are commercial.<br />
- Support is not great.<br />
- Slow development.<br />
- There are still many unsolved bugs.</p>
<p><strong>Ogre&#8217;s terrain:</strong><br />
<u>Advantages:</u><br />
- Very efficient.<br />
- It&#8217;s just a world object, not a &#8220;scene manager&#8221;, so that allows for a huge amount of flexibility, even with the possibility of seamless indoor/outdoor support.<br />
- Great support and rapid development.<br />
- Alternative sky has dynamic weather.<br />
<u>Disadvantages:</u><br />
- No atmospheric scattering, though it will support it eventually.<br />
- Other disadvantages are down to the fact that it&#8217;s still WIP.</p>
<p>So what do we do? Well, basically, it &#8220;makes sense&#8221; to go with the Ogre terrain, because it&#8217;s going to be the best choice in the long term. But that means we have a lot of work to do to catch up with the graphical quality of the old environment.</p>
<p>Here&#8217;s where we&#8217;re at so far:</p>
<p><a href="http://blog.tidalware.com/wp-content/uploads/2009/12/devdairy.jpg" target="_blank"><img src="http://blog.tidalware.com/wp-content/uploads/2009/12/devdairy-133x300.jpg" alt="Dev Dairy 3 - New terrain" title="Dev Dairy 3 - New terrain" width="133" height="300" class="alignnone size-medium wp-image-221" /></a></p>
]]></content:encoded>
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		<item>
		<title>Visual Leak&#160;Detector</title>
		<link>http://blog.tidalware.com/2009/09/visual-leak-detector/</link>
		<comments>http://blog.tidalware.com/2009/09/visual-leak-detector/#comments</comments>
		<pubDate>Thu, 17 Sep 2009 23:24:30 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Development]]></category>

		<guid isPermaLink="false">http://blog.tidalware.com/?p=199</guid>
		<description><![CDATA[Spent today fixing a number of memory leaks in the client. Ran the Visual Leak Detector, and these were the results, no joke: Number of the geek! There aren&#8217;t literally that many memory leaks, it&#8217;s misleading &#8211; simply not calling delete on a new can cause dozens of leaks according to VLD. In this case [...]]]></description>
			<content:encoded><![CDATA[<p>Spent today fixing a number of memory leaks in the client.</p>
<p>Ran the <a href="http://www.codeproject.com/KB/applications/visualleakdetector.aspx" target="_blank">Visual Leak Detector</a>, and these were the results, no joke:</p>
<p><img src="http://blog.tidalware.com/wp-content/uploads/2009/09/vldscreen.jpg" alt="Visual Leak Detector" title="Visual Leak Detector" width="509" height="264" class="alignnone size-full wp-image-200" /></p>
<p>Number of the geek!</p>
<p>There aren&#8217;t literally that many memory leaks, it&#8217;s misleading &#8211; simply not calling delete on a new can cause dozens of leaks according to VLD. In this case the majority seem to come from Ogre&#8217;s internals, as if root hasn&#8217;t been deleted, when in fact it has. *Sigh*, that&#8217;s what you get for using an unstable version.</p>
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