Codrer Industries



Here I code indiegames (independent games). I drink caffeine. Lot of debug also.
1 2 3 4 5 6 7 8 9 
story mode: posts are in chronological order!

Low poly

Day 010
Horizon Keepers
Saturday April 5, 2014

Yep, this is the real world. For sure this will be Intel Graphics friendly.

There's still a bunch of small artefacts but I'll fix this later...

  • Smoothered normales OK
  • Terrain optimization OK
  • Level of detail system OK

11th day

Day 011
Horizon Keepers
Sunday April 6, 2014

No further changes on my code today, only a lot of work and tuning on the ground textures... they do the job!

To be honest, at first I didn't know what style of landscape I would get this way. And that's actually better that what I was targeting. Pleasantly surprised.

Anyways, at this point, basic playground is set. Time to focus on gameplay...


Day 012
Horizon Keepers
Wednesday May 7, 2014

One full month has passed, without enough time to work on this project. For this new session I guess it's time to get the final name of this game:

Ladies & gentlemen, welcome to HORIZON KEEPERS!

First draft for the logo. This name itself should sound obvious. I hope...

23 days later...

Day 014
Horizon Keepers
Thursday May 8, 2014

Not enough free time. More than three weeks have passed again...

Anyway: I've got a name, a playground, now I need a game. That's basically the plan. And the very first step for a MMO shoot'em'up is to get some targets to shoot at. This 8x8x8 dots will do the job.

Lot of work on hierarchy. Stage of groups of clusters made of dots.

The real deal

Day 019
Horizon Keepers
Tuesday June 3, 2014

I've got a 8x8x8 dots cube. My ship can hold 128 bullets moving to this target. That's already 8^3 x 128 = 65,536 possibilities for collision detection.

Let's imagine 8 cubes/enemies and, let's say 64 players. Thats 8 x 8^3 x 128 x 64 = 33,554,432… per frame.

Multiply by 60 FPS we reach 2,013,265,920 raw collision detections per second in this basic case. Out of curiosity I've benchmarked a "raw collision test" without further optimization... my CPU drop instantly to 2 FPS. I would have predicted worse...

That's still utterly unusable. Hence next step is to take a little time to build and optimize a more clever collision routine.

I’m shooting’em’up

Day 024
Horizon Keepers
Sunday June 8, 2014

Still need some work but my optimized collision detection works now fine. Full 60 FPS.

I'm using a three passes routine: basic bounding box exclusion for groups ; octree boxes for shoots ; then classic distance check for probable bullet collisions.

  • Particles animation
  • Mouse control
  • Minimal HUD
1 2 3 4 5 6 7 8 9 
story mode: posts are in chronological order!

Horizon Keepers

Last postSaturday April 2, 2016
Closed Beta?


Tactical Warflow
Year 2020
23 entries

Horizon Keepers
Year 2016
50 entries

Intelligent Cubes
Year 2014
74 entries



Visual Studio ◾ C++ ◾ Javascript ◾ PHP ◾ Dead Nosql ◾ Ogre3D ◾ 3DS Max ◾ Corel Paint Shop Pro ◾ Linux Debian ◾ Steamworks ◾ Sony Vegas ◾ FFMPEG ◾ Renoise Tracker ◾ Audacity




gerett> Salut, j’ai trouvé, et ça tourne sous Linux, via Play on Linux.
Installation, mise à jour, et relance du logiciel (install de la version 07, puis MAJ vers la 0.9.261).
J’ai même réalisé un script POL d’installation automatique.
indielogs 0.6 ©2020 Codrer Industries
2875 HITS