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Issue 2.4

COLUMN

Thoughts from the Publisher

Issue: 2.4 (March/April 2004)
Author: Marc Zeedar
Author Bio: When RBD publisher Marc Zeedar was a kid he used to create magazines just for fun. Now he's doing it for a living! You may contact him at editor@rbdeveloper.com.
Article Description: No description available.
Article Length (in bytes): 2,670
Starting Page Number: 5
Article Number: 2400
Related Web Link(s):

http://www.rbdeveloper.com/cd/

Full text of article...

A New Schedule

As you may have noticed, we've changed our publishing schedule slightly. Instead of publishing in even-numbered months (February, April, June, etc.), beginning with this issue we've switched to publishing in odd-numbered months (January, March, May, July, September, November). This will avoid the awkward December/January issue and is the way most bimonthly publications are published, making it easier for everyone to remember when we've got an issue coming out.

RBD Volume One on CD!

We had some major delays, but I'm pleased to report that the RBD Volume One CD is now shipping. Everyone who ordered one last year should have received it by now (if not, please let me know). We're already making plans for the Volume Two CD (it will be ready in August) so if you have suggestions as to what we should include, let me know. The CD is a great way to pick up the back issues you've missed, or just to have as an electronic reference. You can order one from http://www.rbdeveloper.com/cd/; existing subscribers get a special price.

In This 3D Issue

This issue is multi-dimensional... literally! Even if you're not into gaming you'll appreciate what Joe Strout and Jeff Quan have produced for this issue: a complete -- and I do mean complete -- first person 3D shooter engine. It includes all the game editors and tools you need to produce your own game: just add graphics. It's all written in REALbasic and you can study the source code to learn more about how they did it.

Lars Jensen steps in to complement the article with a detailed discussion of 3D collisions. You might think this only applies to games, but scientists or anyone doing physics modeling will find his info helpful.

As if that weren't enough 3D, Joe Nastasi begins a two-part Postmortem on his amazing AoK: Wings of Mercury space flight simulator.

Of course there's a lot more. I interview Paul Scandariato of Intelli Innovations fame, and Will Leshner continues development on his Tangram project -- things are starting to get very interesting. Enjoy!

End of article.