DevLog #009 – UI Design

It’s been a while since the last update, but despite the whole world grinding to a halt with this lockdown, we’ve been making decent progress on our voxel game project. The last 2 weeks have been focused almost entirely on getting a user interface into the game. Our engine has inherited a pretty advanced UI […]

In-House Tools: An Inside Look

Long before the days of writing mostly 2D games for Android, we were developing 3D tools for game development on Windows, and we created a 3D modelling application called deepMesh, which quickly grew in features and was briefly made available to other developers, before we decided to continue updating it purely as an in-house tool. […]

Playing Mazuna World with a Gamepad

Mazuna World is the first of our games to support a wide variety of Bluetooth gamepads, and even awards you an in-game trophy for connecting one – but if you’re still marking up your screen with cheeto dust and would prefer a proper controller, or even if you just want that extra trophy, we’re going […]

DevLog #008 – Night & Day

Part of a series of posts in which we write a voxel engine from scratch for Android. First Post: DevLog #001 – Let’s Build a Voxel Engine Recent Posts: DevLog #004 – Generating Terrain DevLog #005 – Streaming Chunks DevLog #006 – Adding Water DevLog #007 – Adding Trees It might seem too early in […]

DevLog #007 – Adding Trees

Part of a series of posts in which we write a voxel engine from scratch for Android. Previously: DevLog #001 – Let’s Build a Voxel Engine DevLog #002 – Making the First Block DevLog #003 – Rendering Chunks DevLog #004 – Generating Terrain DevLog #005 – Streaming Chunks DevLog #006 – Adding Water No terrain […]

DevLog #006 – Adding Water

Part of a series of posts in which we write a voxel engine from scratch for Android. Previously: DevLog #001 – Let’s Build a Voxel Engine DevLog #002 – Making the First Block DevLog #003 – Rendering Chunks DevLog #004 – Generating Terrain DevLog #005 – Streaming Chunks Water is weird stuff – and it […]

DevLog #005: Streaming Chunks

Part of a series of posts in which we write a voxel engine from scratch for Android. Previously: DevLog #001 – Let’s Build a Voxel Engine DevLog #002 – Making the First Block DevLog #003 – Rendering Chunks DevLog #004 – Generating Terrain If you’ve been following this devlog, you’re probably beginning to see just […]

Introducing the Appijo DevLog

If you’re interested in following our progress as we develop a voxel-based block building engine from the ground-up, we’ve started a new series of Developer Logs that will take you through the process as we take our existing graphics engine and optimize it for our next big project – and with any luck, we’ll end […]