I recently rediscovered my Arduboy, and quickly decided to make a few little games for it and document the development process.
My main motivation is to have a small side project that is not too complicated (initially at least 😉 ) and to experiment with a few new coding styles/patterns. You can always find the newest public version of my source code for these projects here on GitHub.
The first game I’m making is a simple Memory Game. I’m using this game to setup the basics of my ‘engine’ and to re-familiarize myself with the Arduboy library. The public version of the source code for this Memory Game will be updated here on GitHub.
In April 2018, I wrote the first Tales From a Voxel World dev log. But I never got around to really start my ray marching journey because of other projects (such as nine months of constant nausea followed by a new baby, an 8-year-old, studying, making a robot for a competition… the list is long 😉 ).
But early this summer I finally implemented my first voxel ray marching algorithm!
I’m currently working on an Arduino Space Invaders Game. This is the first of several Arduino Game projects I have planned, and mainly serve as a warm-up project to get me back into Arduino and microcontroller programming again.
In this blog post you will find an introduction to the project including a section on the project scope. I’m not going to make a full detailed DIY on how you can make the game yourself, but instead write about the thoughts behind the development.
This week I’ve been taking a break from Unity and my small game challenge. Instead I’ve been looking into another voxel project.
I have implemented very basic voxel engines before, where each voxel was rendered as a cube made of triangles. This was to get an initial feeling of what voxels are and what might be interesting research further at a later time.