Atomic A3

Nerds on Film

Working for a company that writes software, unsurprisingly means that I spend a good deal of my time sat at my computer, doing office type activities such as, well, writing software. I was chatting to Tina Szucs from Atomic Motion Systems and she explained to me that Louis Edward was going to spend some time [...]
EduDrive Demo

I believe in what I do, but why should you?

Venturefest Recently I've been heavily involved with our Driver Training product, EduDrive. We're now at the stage with this product that we're beginning to tell people about what we're doing. Last week I visited Venturefest South, an event that brings together Investors, Innovators and Entrepreneurs. Honestly, I had no agenda or expectations for visiting, it [...]
Dice

Are your drivers gambling with your business?

Driving is a part of our business, and by our, I don't mean Blueflame Digital, I mean everyone. I think that most businesses rely on someone taking to the roads in a vehicle in some way, right from the workforce commuting to a workplace, all the way to delivering goods. Can you afford to lose? [...]
L-Plate

Are learner drivers driving us all to distraction?

Picture this: you’re half an hour late for work, the traffic is awful, it’s pouring with rain, your windscreen is steaming up, and to top it off you’re stuck behind the dreaded “L” plates. You start to get a little frustrated, but as a conscientious driver, you realise that everyone has to learn at some […]

MotionDemo-Cones2Header

Getting ready for the Blue Lamp Trust annual conference

On the 17th June, we'll be joining our friends at the Blue Lamp Trust, to exhibit at their annual conference. The plan was to take along a full motion driving simulator with some software that is (hopefully) relevant to the target audience. We figured that there may be a fair few people that drive vans [...]
Mesh Landscape

Is it hard to write a game engine?

(Part 1: “Hold on lads, I’ve had an idea”) Why ask? I come from a systems writing background. I’m the guy who typically writes the code that makes big web applications work. Rich comes from a different background. He’s more game based. Recently our business has taken our skills and combined them into the area […]

Mesh Landscape

Is it hard to write a game engine? (Pt 6)

(Part 6: Exceptionally good) Last time… The last post was quick run through of getting some input values, in that last post I vowed to get some scripting going and even had wild ideas of getting things moving on screen. This goal turned out to be a bit more involved than I’d like to put […]

Mesh Landscape

Is it hard to write a game engine? (Pt 5)

(Part 5: Getting the key value) Last time… In my last post, I’d added a very basic event system to allow the subsystems to communicate with each other. I now had a game engine that could create a window, render some stuff and even end the application. Wow, such functionality! Keyboard only I’m a keyboard […]

Mesh Landscape

Is it hard to write a game engine? (Pt 4)

(Part 4: Get the message, eventually) Event-ually? Get it? Huh?? In the last post, I’d managed to get together a bare bones render subsystem, and even rendered some stuff on screen. I’d noticed that there was no way to exit the program cleanly though, and in order to do so, we needed to get the […]

Mesh Landscape

Is it hard to write a game engine? (Pt 3)

(Part 3: “So let’s go”) Let’s get this party started In the last post, I found a few nice libraries to do the heavy lifting of my game engine. I kept to the “Good enough” philosophy and just found the libraries that I’ll need to do the absolute basics to get something running for now. […]