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Getting Started
Getting Started Preface Traditionally, prgrammer's journey with any new langauge or device or SDK starts with something simple, something like Hello, World a...
Time and Timers
Time Time is an essential thing. It is utilized in every computer game, it is used in game logic, animations, visual effects and user input handling. But how...
Working with Emulator
WOWCube device emulation An emulator is software application that enables one computer system (called the host) to act like another computer system (called t...
Strings and Arrays
Arrays In the previous examples you have learned how to use varialbles for counting and measuring. You have been using one variable to count seconds, another...
Twinkle Stars
coming soon...
Snot Flow
coming soon...
Jukebox
coming soon...
Messaging
Network messaging As we know, WOWCube consists of eight modules, and each module is a separate independent micro computer with its own processor, memory and ...
Messaging Part II
Network messaging Part II So, in the previous example we figured out how to send data from one module to another. And in principle we could have finished her...
Simple Shapes - Points
Rendering Points The simplest graphics primitive that can be drawn on WOWCube device screens with WOWCube API is a point In classical Euclidian geometry, a p...
Simple Shapes - Lines
Rendering Lines A line is another simple graphics primitive that can be drawn on WOWCube device screens with WOWCube API. In geometry, a line can be defined ...
Simple Shapes - Rectangles
Rendering Rectangles The next simple graphics primitive that follows a line and can be rendered with WOWCube API is a rectangle . In geometry, a rectangle is...
Simple Shapes - Circles
Rendering Circles This example demonstrates the use of WOWCube API circle rendering function for visualisation of a system of particles. In geometry, a circl...
Simple Shapes - Bitmaps
Rendering Bitmaps This example demonstrates the use of WOWCube API for rendering bitmaps or sprites . A bitmap is a type of memory organization used to store...
GFX Engine - Text
GFX Engine Text Ok, so we've learned how to draw graphic primitives and sprites, as well as how to render a text using CubiOS native API. This could have bee...
Gfx Engine - Orientation
Gfx Engine Orientation Device orientation refers to the physical orientation of a device in space. It can be detected by built in sensors such as acceleromet...
Gfx Engine - Bitmaps
Gfx Engine Bitmaps Bitmaps (or sprites) are the same type of GFX Engine objects as text, background and any other object that can be added to the scene. In p...
Gfx Engine - Offscreen Render Targets
Gfx Engine Offscreen Render Target An offscreen render target , also known as an offscreen framebuffer, is a technique used in computer graphics to render im...
Gfx Engine - Sprite Atlas
Gfx Engine Sprite Atlas A sprite atlas is a single image (or texture) that contains multiple smaller images, often referred to as sprites . These smaller ima...
Gfx Engine - Animated Sprites and Sprite Atlases
Gfx Engine Animated Sprites and Sprite Atlases In the previous example, we got acquainted with how texture atlases are created and used. We created a couple ...
Handling Twists
Topology Handling Twists First of all, what is a twist ? As per Oxford Dictionary, a twist is an act of rotating something around a stationary point. So ever...
Device Orientation
The terminology used in this article is most likely a subject to change Locations Unlike any other gaming console, the layout of WOWCube screens does not hav...
Cube Mapping
The terminology used in this article is most likely a subject to change Cubemaps As it was shown in the previous example (please see it first in case you've ...
Scrambling
Virtual topology In previous examples, we looked at what the topology is and how to work with it. The CubiOS operating system provides information about the ...