Gum Now Supports SkiaSharp!

SkiaSharp is a wrapper over the powerful Skia graphics engine. The latest version of FlatRedBall adds support for rendering Skia objects efficiently in your game. The current implementation of Skia provides a number of new primitives fully integrated with Gum. New Primitives and Effects The current version (as of this writing) adds support for three[…]

New FlatRedBall Editor (Part 2)

Recently a new version of the FlatRedBall Editor (aka Glue) was released with support for embedding a game window (and support for edit mode). Today the FlatRedBall Editor has been updated with many changes to make it easier to work with. Let’s take a look at some of the changes! New Game Toolbar The Game[…]

Announcing Glue Wizard

FlatRedBall Glue has always been a program for improving the speed of game development. The latest version includes a wizard which greatly simplifies new project setup. Previously, even as recent as a month ago, setting up a new project with levels, a player entity, collision, and tiled map files could take an experienced FlatRedBall user over[…]

Common Math in 2D games

There are four equations that can solve a large variety of problems in 2D games. But math textbooks or Wikipedia often make it really hard to understand how to use them. This post explains the usage of these equations without going into detail about how they work, and links to the Wikipedia pages if you want to[…]

Dear ImGui Integration

The Dear ImGui open source library provides a cross-platform way to quickly make user interfaces.  While it is not as pretty as interfaces made in Gum, it does allow for quick creation of powerful UIs for certain audiences.  It has found significant usage for in-engine game development tools, even in high profile AAA games such as the[…]

Creating Damage Over Time

Introduction Many game types include collidable areas which deal damage over time to characters or enemies within the area. This type of behavior can be accomplished in Glue with a little setup. This post shows how to implement damage over time using standard entities. Damage Over Time vs. Simple Collision The simplest situation for damage[…]

FlatRedBall Desktop GL ColorOperation Update

Introduction The latest version of FlatRedBall Desktop GL (the recommended replacement for FlatRedBall XNA) includes full support for all FlatRedBall color operations. Specifically, today’s release adds the following color operations which were previously unavailable: Add InterpolateColor InverseTexture Modulate2X Modulate4X Subtract These new color operations can be used to add more flexibility to how your sprites[…]

AnimationEditor 3.0 Released

The AnimationEditor just got a big update this weekend with the release of version 3.0. Most FlatRedBall developers have used this tool to create Animation Chain files (.achx), but a number of productivity issues have been around for many years. Version 3.0 directly addresses these issues. Now you can create animations much faster than ever[…]

New Starter Project BrakeNeck

Starter projects are a great way to begin your journey as a game developer or to learn about FlatRedBall. As of today Glue includes a new starter project called BrakeNeck, a top-down endless shooter which can be played by one or two players. BrakeNeck focuses on a few technologies and patterns: Extensive use of code-driven[…]