In the best company of the world and with the most talented team (Belgians are famous for their self-derision), it is mandatory to use the most advanced technologies for creating our games. Of course just for your pleasure.
This is why we decided to automate our “Game Content Pipeline” with a continuous integration process. To do this, we used “Hudson” simply because it wasn’t too difficult to implement within the Mojito Engine and secondly because the solution is quite complete.
One of the first step I had to undertake within this pipeline was to import all assets from a graphical software and export them to a format our engine will be able to use. Collada is perfect for this job and this is why we went on to create a Collada importer and a viewer which runs in the Mojito Engine.
For the first time we are proud to present you, the star of all stars, “Mr. Duck” from Mojito’s viewer.


Fishing Cactus is proud to announce that we are using
Console has recently pushed a new paradigm in the hand of game programmers. Multi-thread programming is now in our everyday life. The transformation of a sequential game engine into a multi-threaded engine is far from being trivial, and no references exists on this particular topic. Even if multithread programming is far from being new, few books are focused on concept and theory. Books about API are good, but they don’t teach you the good way to use the APIs from a design point of view. This book introduces theory and then apply it with code samples. Everything is programmed in java, but it applies to C++ as well.


