Sep 1, 2010
”Challenge 24”, our first official iPhone/iPod Touch App has gone live!

Challenge 24 includes all-original artwork and music and fun production values.
If you have any suggestions for improvements, please let us know!
You can find it right here...

Aug 26, 2010
Our first official app, “Challenge 24” has been submitted to Apple for approval. Please stand by for the big celebration!
Aug 10, 2010
Please watch this space for an announcement about the impending arrival of our first iPhone game, now completed and just waiting for the paperwork to get done.
Also note that if you were on the old message board, you’ll have to reapply. We’ve moved from YABB to phpBBS as it seems to be much friendlier and snappier.
Mar 17, 2010
Targeting system is starting to be constructed along with the radar. Not bad for a few hours a night’s work.

Mar 12, 2010
Actually running a ‘mission’ of sorts. Of course destroying asteroids probably would not drop medical supplies in the real world, but...

Mar 10, 2010
Cameras have been optimized a little bit so you can do billboards a little faster, as seen here in the target locks. Smoke puffs and other particle effects could be done, but I’ve always wondered about smoke in space... something about it just seems unlikely.

Mar 8, 2010
I’ve pretty much decided that first-person is a lot more fun (and one fewer mesh). Much cleaner skybox and various textures thrown in. Targeting is now underway as well. Soon some test opponent ships. Then quests!

Mar 6, 2010
Playing around with some new skyboxes and controls. Lasers and speed controls are all going.

Mar 4, 2010
As an interesting note, I just read that Apple has lowered the cost of ADC membership to $99! Not sure yet if you still get hardware discounts (but I really doubt it). Better times ahead!
I guess I’ll have to update the tutorials. Haven’t read them? Read them now!
Mar 3, 2010
Spending a little time here and there working out a nice flight model. Touch-slide controls for accelerate/decelerate, thumbstick is working very well.
Feb 28, 2010
Multiple mode support and task switching added in. Frame rate is running even higher now.

Feb 26, 2010
A little bit of fun un-textured work. Camera and object base animators and movers are all done with a very smooth framerate. Here is a ship taking off as the camera pans and dollies to follow it. Yes, everything is basically un-textured.


Feb 22, 2010
Progress has been quick and fun. It’s been decided that this will indeed become a new application. A scaled-down, set-in-the-same world as Dust Angel. Dust Angel Pocket?
Feb 15, 2010
I've added system task management (alpha fading, re-parenting of objects, etc.), off-screen window caching and a first pass of imported meshes via COLLADA conversion. Ignore the ugly temp textures, at least it's showing up. :)
So far the one-off research project is becoming more interesting. It's neat to see how 50% of OpenGL is missing and how you can work around things when you have no choice.


Feb 10, 2010
Okay so it was pretty quick to move things over to the iPhone. The tools are in place and bits of the engine code have been ported over (with minor tweaks for stuff like screen orientation that I've never dealt with.
So here's a snap of a skybox, smoothly rotating camera and a ported bitmap view UI class (child of HBUIOverlay class). Pretty quick and easy so far.

Feb 4, 2010
Looks like the Kindle development kits are going out to a select few (restraining the urge to sing "I Hope I Get It" from A Chorus Line for many reasons.)
On the other hand, several bits of the Henberry Engine have been ported over to iPhone. Could this be a fun little initiative? I think so.
Jan 31, 2010
So is anyone else looking into doing Kindle development? It sounds like it would be a hoot to do a few one-offs on it.
Jan 30, 2010
Work continues apace on DungeonWorld with sound coming together nicely. Some extra work is being done to try to interate Collada formatted assets into the production pipeline.
Between Sony and Newtek, I'm think I might get (more) gray hair. However, if you're interested in a really nice book on it, check out:
Collada: Sailing the Gulf of 3d Digital Content Creation [Illustrated] (Hardcover)