
Here’s How It Works
As a developer/creator of a project you can create a project here at 8-Bit Funding. Doing so will allow our users to fund your project in return for perks that you assign. These perks can range from a special thank you in the credits of a video game, to a pre-order, to a lifelong pass at “PWN Cafe” should that be the name of your cafe.
As a funder of a project you can comb through our various gaming related projects, find which ones interest you and then fund the necessary amount in order to acquire a perk. Perks are various rewards set by the project starter to reward you for helping complete their project.
Each project is funded via PayPal making this transaction easy and simple to use for almost anybody in the world, no matter if you’re a funder or a project starter.
We need more of this kind of thing.
Although it should be noted that “Upon completion of your project, we will release funds”. Which means that if you’re working on a longer project and do get funded you still won’t have any money until you have a complete project to sell.
Posted: January 28th, 2011
Categories:
Developer,
Funding,
Games
Tags:
Finance,
Gaming,
Kickstarter
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This project contains all of the source code to the example programs from the OpenGL ES 2.0 Programming Guide.
The sample code is available on the following platforms:
- Windows (Microsoft Visual Studio) using the AMD OpenGL ES 2.0 Emulator or PowerVR Khronos OpenGL ES 2.0 SDK
- iPhone
- WebGL (requires WebGL-enabled browser)
- Android 2.2
Please see the Instructions wiki page for more information on how to install and build the sample code.
I certainly found this book a handy reference when transitioning from desktop OpenGL to OpenGL ES. So I am sure the code samples will be of great help to those in a similar situation.
Posted: January 7th, 2011
Categories:
Developer,
iOS,
iPhone OS,
iPod,
ipad,
iphone
Tags:
Code Samples,
Documentation,
OpenGL ES,
OpenGL ES 2.0,
Programming Guide
Comments:
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What this feature hopes to achieve is a clearer understanding of what challenges the iPhone audio developer faces, how to overcome them, and, in fact, what game audio on the iPhone really means.
Worth a read if you are new to this.
Posted: December 9th, 2010
Categories:
Apple,
Developer,
Programming,
iOS
Tags:
Apple,
Audio Design,
iOS
Comments:
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If there were a Mt. Rushmore of computer gaming, John Carmack’s head would not only be on it, it would have the highest polygon count.
An interview of particular interest to those wanting, thinking about designing, or working on more exotic and ambitious titles for iOS.
Carmack also ran through id’s decision process on pricing…
Every release that we’ve done on here has been an experiment with price point, and with different strategies. So far, we’ve had the most commercial success with Doom: Resurrection, which launched at $9.95. But we don’t have enough datapoints to really draw conclusions from this. We had great success with Wolfenstein Classic and Doom Classic, but they’re sort of riding the nostalgia buzz. So they can’t necessarily be evaluated in isolation.
With Rage, we intentionally went with a much lower initial price-point, because to some degree this is marketing and promotion for the big title.
This is something I touched on when Rage first hit. And I wrote elsewhere that it is clear that id see Rage on iOS as mainly marketing at the moment…
So in that sense I get too much of a feeling overall that Rage is a piece of marketing for the Rage franchise as a whole. And I am disappointed that I didn’t get to have a true FPS experience in a mobile Rage sandbox like I was expecting.
Posted: December 1st, 2010
Categories:
Apple,
Developer,
Geek,
Interview,
iOS,
iPod,
ipad,
iphone
Tags:
iOS,
John Carmack,
Rage
Comments:
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Dear Unity Developers,
Our long awaited user conference, Unite’ 10, is only one day away and we hope to see you in Montreal! If you can’t make in-person, you can still be a part of the Unite experience and listen to the live keynote speech, delivered by our CEO, David Helgason. Simply go to unity3d.com on November 10 at 16:00 CET (GMT +1:00).
Some big announcements are coming, so stay tuned!
Regards,
The Unity Team
I like keeping up to date with what Unity are up to. They make great tools, and although I don’t use them myself, I think it is only a matter of time before all games are made this way.
Great little interview with the guys behind Super Meat Boy.
From the guys behind Indie Game: The Movie.

Simply put, blocks let you encapsulate chunks of code and pass them around like any other object. It’s a different style of programming that you’ll want to become familiar with to take advantage of new APIs in iOS 4.
Very clear initial introduction to the concept.
Posted: August 3rd, 2010
Categories:
Apple,
Developer,
Development Tools,
Programming,
iOS
Tags:
Blocks,
C,
Coding,
iOS 4,
Objective-C,
Programming
Comments:
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