Archive for the ‘General’ Category

Piko3D at Revision 2018 Demo party!

Friday, March 30th, 2018

Another post! Why not πŸ˜‰

We’re currently enjoying the Revision demo party again!
No demo this year πŸ™  We had some trouble getting our creative juices flowing again,
But not to worry. New stuff is in the works!

I’m currently using the time here to improve culling on cascading shadow maps, and wrapping them up.
I’ll see if I can post another screen shot about it soon-ish.
Micron is working on joint limits for IK which is pretty complex, but a lot of fun to look at πŸ˜‰
Paramike is looking to improve our renderer further, while Furos and Cisst are working on game art and game ideas.

So yes! We’re not dead! But it’s always difficult for us to start a new project and get everything going again!

Keep ya posted!

“KillVector” made 4th place at Revision 2017 game compo

Saturday, April 22nd, 2017

So! We made 4th place with our demo “KillVector” at the Revision 2017 game competition. 

[youtube_sc url=hVUS05cnHBc width=240]

The game compo was really close! And even though we didn’t make it into the top three, we did have a lot of fun (and stress) getting our demo out in time. We’ve learned a lot in the process, and our Piko3D engine has been improved a lot over the last couple of months.
I’ll try to update a bit more frequently this year, and keep you posted on our progress.

I would like to give special thanks to Dascon who provided us with menu and gameplay music for our demo.

You can download our demo release at the following sites:…

or directly from…

We know the game still has some issues, but it’s still fun to play. If it crashes on you while switching resolutions, just restart. It will have saved your settings πŸ˜‰

You can watch the full competition here.


Another Demo! @ Revision 2017

Sunday, April 16th, 2017

“This gonna be an annual thing with you Manny?”- Velasco – Grim Fandango

Well I hope I can update a bit more often in the upcoming year, but I’m here to tell you now:

We’re entering into the game compo at Revision 2017 this year, with your game called “KillVector”.
It’s a gravity-twisting FPS for up to 8 players, and it will feature on the revision live stream today at the end of the compo-block between 18:30 and 20:00.

You can watch the livestream here!:

I’ll see if I can provide a download link here later.

See ya!


We made a thing! (Revision 2015 Game compo entry)

Saturday, April 4th, 2015

RevisionSo yes, we fixed a LOT of bugs in the last couple of hours, and we turned a strange spaceship and some bullets that couldn’t hit anything into a small game! Sadly, we didn’t have time to finish the sound effects, but HELL we wanted to finally release something πŸ™‚ Besides, it’s in space. There’s no sound in space πŸ˜›

Piko3D @ Revision 2015 demo party

Friday, April 3rd, 2015

Hey peeps!

Here we are again! We’re at the Revision demo party again!
Always a good time to get some marathon coding done πŸ˜‰

Let’s see what we can come up with this year eh? ProbablyΒ lot of bug fixes πŸ˜›


At it again!

Thursday, September 11th, 2014

Hey Peepz!

A lot of gaming (Wildstar!) has been going on lately, but tonight, we’re coding Piko3d again!

Knights of the Laptop Table

Hope to have something new to show you soon. πŸ˜‰


Revision 2014

Saturday, April 19th, 2014

Hi everyone!

So! We’re at Revision demo party right now!
We were planning on participating in the Game compo this year, but the night before we needed to submit our entry, everything went wrong, and we were left with not enough time to put the demo together the way we wanted. A shame! It would have been our first entry πŸ˜‰ That said, the game compo was crazy good this year, and a lot of fun to watch.

We might release our little game demo later through this page πŸ˜‰
Aside from that, so far it’s been a really productive weekend as well! We may not have a demo this time, but we’re coding like mad, and working on all the other stuff that we still need to get done. We have now completed our switch to Bullet physics, and Micron is working hard to extend our physics capabilities further. Meanwhile Paramike is doing a big overhaul to make Piko3D much more multi-threaded, so we can make better use of all those extra cores in all your machines πŸ˜€ Β I’m currently working on a lot of different stuff. We now support additive blending and emissive objects (objects that are unaffected by lighting) and I’ve been making a lot of small improvements that make the lives of our game developers a lot easier.

Anywayz! We’re having a blast.

Talk to you later πŸ˜‰


Our game programmers are finally gaining some momentum!

Thursday, October 10th, 2013

Hello all!

Still hard at work here! Cisst and Furos, our game programmers (slash artists, we still have a small team πŸ˜‰ ) are finally using our script interface how it’s meant to be used: to create a game! Obviously, this is the reason why we are doing this, so we’re very excited! Cisst has created an awesome first version of a side scrolling game. Furos is creating a platform game. Both are just prototypes, meant to familiarize our game programmers with Piko3D and AngelScript.

Of course, this means that finally all missing features and existing bugs will need to be fixed πŸ˜‰ To motivate us, Furos has even created a meme for one of their biggest peeves while creating their prototypes:

So, uh, coming up: Arrays in AngelScript in Piko3D! πŸ˜€



Piko3D on next-gen hardware!

Thursday, August 15th, 2013

Hi all,

We have ported Piko3D to the newest hardware. The results can be seen here:

Next-gen hardware!

Just a bit of fun ofcourse πŸ˜‰ We are working on GUI functionality: Wracky is working on raypicking, I (Paramike) am working on support for more image types and support for non-power of two images.

Micron is finishing up our animation/physics blend, and is almost finished. It’s pretty awesome, if we say so ourselves πŸ˜‰

Stay tuned!

– Paramike

Advanced features in Visual Studio 2010 Express

Thursday, August 8th, 2013

Hey everyone,

We mostly use Visual Studio 2010 express edition for Piko3D development. We’ve been using this version of visual studio for a couple of years now, and we were always annoyed by what we perceived to be, limited functionality of the program.

With a default installation, a lot of the standard features you find in the full version of Visual studio are disabled.
For instance, amongst others, the following features are disabled:

  • Attaching the debugger to running processes
  • Memory windows, for viewing program memory,
  • Cancel build steps
  • Pause a running program
  • Restart a running program
  • The entire “Build” menu in the main menu bar.

We always thought this was pretty annoying! Turns out, each one of these features IS available!
And I only noticed it yesterday. I’ve been cursing at Microsoft time and time again for the what I thought “absence” of these features, and it turns out they are there all along! We all installed visual studio 2012 with “Basic Settings” … Turns out you need “Expert Settings” for all of this to be available!

Expert setting visual studio

I’ve seen a lot of people online looking for these options in the Express editions of Visual studio, so I thought I’d make a post.
You can find the “Expert mode” in the Tools menu, under “Settings”