About Us

  DinoMage Games is an independent game development studio.  We love making games that are exciting, novel, and fulfilling.  We’re located in the greater Boston area (New Hampshire seacoast, to be more precise).

Jonny D is a master of physics, a father of 3, a husband of 1, and a game developer. He can commonly be found hanging around Ludum Dare for its crazy 48-hour game dev contests.

See his Portfolio!

Catch Jonny D at jonnyd [at] dinomage [dot] com

Cassie loves DIY.  If that means making our own games, then she’s into that, too.

4 thoughts on “About Us

  1. Hi, I came across your ‘Tangible Maths’ app and it seems it is not available for apple devices in the UK but it is available on the kindle and I was wondering why this was? I am a teacher and our school children use iPads in the classroom and this app seems like it would be a valuable resource to have. Will it be available for apple devices in the UK in the future?

    Thanks

  2. Hello, would it be ok for me to ask a question about SDL_gpu here? There doesn’t seem to be better place that’s not an issue tracker.

    Can I somehow get GPU_TriangleBatch to connect the vertices to a polygon instead of separate triangles? I am trying to render a textured polygon.

    1. Hey, no problem!  I’ll send you an email so you can follow up that way.

      The best way to “connect” polygons is to specify the vertices with indices.  They will still be rendered as separate triangles, but will share identical vertex data where they connect.

      You’ll need the SDL_gpu commit I just made to fix the TriangleBatch transform upload, then you can try this out:

      {
      // Quad
      int n_v = 4;
      float v[] = {0, 0, 0, 0,
      100, 0, 1, 0,
      0, 100, 0, 1,
      100, 100, 1, 1};

      int n_i = 6;
      unsigned short i[] = {0, 1, 2, 1, 3, 2};
      GPU_TriangleBatch(image, screen, n_v, v, n_i, i, GPU_BATCH_XY_ST);
      }

      {
      // Star
      int n_v = 10;
      float v[] = {0, -300, 0.5, 0, // top
      100, -110, 0.667, 0.317, // top to right
      300, -70, 1, 0.383, // right
      160, 90, 0.767, 0.65, // right to bot
      190, 300, 0.817, 1, // bot right
      0, 210, 0.5, 0.75, // bot right to bot left
      -190, 300, 0.183, 1, // bot left
      -160, 90, 0.233, 0.65, // bot left to left
      -300, -70, 0, 0.383, // left
      -100, -110, 0.333, 0.317}; // left to top

      int n_i = 15+9;
      unsigned short i[] = {0, 1, 9,
      1, 2, 3,
      3, 4, 5,
      5, 6, 7,
      7, 8, 9,
      9, 1, 7,
      1, 3, 7,
      3, 5, 7};

      GPU_MatrixMode(GPU_MODELVIEW);
      GPU_PushMatrix();
      GPU_Translate(300, 300, 0);
      GPU_TriangleBatch(image, screen, n_v, v, n_i, i, GPU_BATCH_XY_ST);
      GPU_PopMatrix();
      }

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