I'm developing a new commercial game engine called Blurrr, based on SDL. . Cross platform (SteamOS/Linux, Mac, Windows, iOS, Android) . Write in C/C++, Lua, or JavaScript (or any language that can talk to C) . Open architecture . Bring the toolchain of the AAA industry to the mainstream

I have been behind the scenes developing other commercial game engines in the past, and the common problem that emerged was professional game developers hit a wall with the tools and can't work around them. The out of the box experience makes cool demos, but game developers that need to solve real problems often become blocked because the SDKs make it hard or impossible to do the non-trivial case.

Blurrr goes back to the basics and is designed with the idea to provide the common things devs need, but also get out of the way when it doesn't and let developers get access to everything they need to get the job done. Real game development is about getting stuff done, even with ugly hacks, and Blurrr is a recognition of that.

Flappy Bird is a great example because even though it is a simple game, it has a lot of artistic decisions that are often overlooked which contradict out of the box experiences for most SDKs.

For example, Flappy Bird uses real physics for gravity, but the way the bird collides and flaps contradicts real physics.

All the Flappy Bird clones and tutorials are actually quite disappointing in my opinion because they fail to acknowledge the subtle detail work in Flappy Bird. Often they use a physics engine, but fail to take into account the odd behaviors, probably because it is too hard to work around in those engines.

Additionally, many clones didn't perform well (Flappy Bird runs at 60fps), and only run on one or two platforms.

So Flappy Blurrr is a faithful recreation of Flappy Bird, which celebrates all the subtle detail work in Flappy Bird by trying to bring attention to it. I believe I have succeeded in channeling the spirit of Flappy Bird better than any other clone/tutorial out there. And this is intended to show developers how to deal with those hard edge cases and show it can be done.

This will eventually be made into a tutorial for Blurrr/SDL and game programming in general with source code available.

Supports: Mac (10.6+, 64-bit) Windows (requires Windows 7 or greater, 64-bit Intel) SteamOS/Linux (64-bit amd64) Android (arm, armv7, x86) iOS (universal)

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