Developer – ShiVa Engine

Developer

Welcome to ShiVa Developer, the primary resource and tutorial website dedicated to all your ShiVa needs. We want you to find everything you require within a few mouse clicks. Exploit ShiVa’s full potential by learning new functions from the API Reference, discovering new tutorials on specific topics in the Community WIKI, or by sifting through the Official Tutorials.


Seven Latest Blog Tutorials

We regularly post new tutorials on our blog. Go to the full tutorial list here.

ShiVa Lua unlocked Pt.5: variadic and anonymous functions, currying, pseudo classes

Welcome back to another installment of the Lua Unlocked series. In this post, we are going to dive a bit deeper into tables and functions, and see what we can build when we combine the two in a certain way. Read more ...


ShiVa Environments pt.2: Game Tab and Remote Environments

This week, we are going to delve into a way to store your environment save data on a remote server using PHP and MySQL. But first, we will have a closer look at the Environment tab in the Game Editor.Read more ...


ShiVa Environments pt.1: Local Save Data

With every larger game that cannot be completed in one sitting, there comes a point when you should offer your users to save their progress and come back later to continue their playthrough. There are several methods you could use, like managed cloud saves, XML, JSON, or an online database of your own design, however the easiest, quickest and probably most secure way would be ShiVa Environments.Read more ...


Simple Setup Guide to ODE Cars

Cars are among the most complex physics objects you can create in your game. Although you only need 4 joints, the number of variations on suspension, engine power, friction, and so on are nearly endless. Before you can experiment with your car to find the perfect balance, you first need to understand how to set up an ODE car and learn about CFM and ERP.Read more ...


FOV, Aspect Ratio and HUDs

Developing cross platform games confronts you with a large number of operating systems, processor architectures, graphics APIs and input methods. But don't forget about all the different screen sizes, orientations and aspect ratios, which you need to take into account for FOV and HUD design!Read more ...


UV Mapping, Texture Baking and Lightmaps

How can you cut down on drawcalls with texture baking? How can you save disk space with multiple UV sets? How can you use pre-rendered lightmaps and still retain the ability to edit individual surfaces? Let's find out!Read more ...


HTML5 Anywhere: ShiVa WebGL on localhost

One of ShiVa's biggest strengths has always been its cross-platform nature. No matter if desktops, mobiles or game consoles, if it exists, chances are that there is a ShiVa engine port for it. And if you are running an OS or processor off the beaten path, you can always try HTML5/WebGL. Web distribution might not be what you had in mind though... Maybe there are ways to make your web application fit for offline distribution!Read more ...