On today’s Corona Geek Hangout, Steven Johnson from Xibalba Studios introduced us to shaders, what they are, and when we might use them. We even looked at several working shader playground examples to see the code in action.
Last week on Corona Geek Hangout 147, we stepped through source code to create rag doll characters using pivot joints and Corona’s built in physics engine. We also shared tips for organizing project code. If you missed the Hangout, here are clips to help you catch up.
On today’s Corona Geek Hangout we learned how to build a motorized wheeled cart using Corona’s built-in physics engine and pivot joints. We explored why you should consider adding display objects to a group and how torque affects different parts of a wheeled physics simulation. We also explored ideas for using a wheeled cart in a game. Download the source code from today’s discussion.
Last week on Corona Geek Hangout 146, we looked at working with Corona’s built in physics engine to create draggable rag dolls, physics bodies, touch joints, and pivot joints. We even look at observing and troubleshooting physics objects using hybrid mode. Here are a few clips from the Hangout.
Last Monday we started a series on working with Corona’s built-in physics engine. We took a look at the Physics API documentation and we discussed the concepts behind constructing a rag doll from primitive shapes. This week we continued the physics conversation with a look at the code used to create the rag doll example and tips on how to organize project code. We even discussed how a simple dress up, or object placement game could be constructed, using the sampler code as a reference.
Last week on Corona Geek Hangout 145, we looked at extending libraries, loading and saving JSON data, and persisting state across app sessions. The discussion stitched all these topics together into one helpful conversation. Here are clips from Hangout #145.
Last Monday we looked at creating library extensions, loading and saving data using JSON to persist states between app uses. Today we cracked open the can of joy that is the Box2D Physics Engine. We created draggable rag dolls, used physics bodies, touch joints, and pivot joints. Download the code from today’s discussion.
Last week on Corona Geek Hangout 144, we talked about improving touch based game performance using touch coalescing. We also looked at using image masks to create a circular dial timer. Here are clips from the Hangout.
Last Monday we showed how to short circuit the amount of work being performed between frames to improve the performance of touch based games. We also looked at creating radial dial timers using image masks. Today we looked at creating extending libraries, loading and saving JSON data, and persisting state across app sessions.
Last week on Corona Geek Hangout 143, we hung out with CBEffects particle effects library author Caleb Place. Caleb shared how he got started with programming at the age of 12 years old and how he taught himself the algebra needed to create particle effects. His story is really inspiring and proves that anyone can create amazing things regardless of age or experience. Here are clips from Hangout.