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The fifteenth CGD blog post about Don’t Walk By
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The fourteenth CGD blog post about Don’t Walk By
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The thirteenth CGD blog post about Don’t Walk By
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The twelfth CGD blog post about Don’t Walk By
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The eleventh CGD blog post about Don’t Walk By
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The tenth CGD blog post about Don’t Walk By
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The ninth CGD blog post about Don’t Walk By
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The eighth CGD blog post about Don’t Walk By
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The seventh CGD blog post about Don’t Walk By
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The sixth CGD blog post about Don’t Walk By
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The fifth CGD blog post about Don’t Walk By
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The fourth CGD blog post about Don’t Walk By
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The third CGD blog post about Don’t Walk By
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The second CGD blog post about Don’t Walk By
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The first CGD blog post about Don’t Walk By
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The first post about Audio Visual Production
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The eighth post in making items for mario kart in DirectX12
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The seventh post in making items for mario kart in DirectX12
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The sixth post in making items for mario kart in DirectX12
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The fifth post in making items for mario kart in DirectX12
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The fourth post in making items for mario kart in DirectX12
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The thrid post in making items for mario kart in DirectX12
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The effects of the board tiles and the turn counter
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Drawing cards in my networked board game.
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The second post in making items for mario kart in DirectX12
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The first post in making items for mario kart in DirectX12
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The creation of the lobby for the networked board game
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Getting player’s to move round a board over a network.
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The third post in making collision for mario kart in DirectX12
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Our final assignment - A networked, mutiplayer tabletop game.
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The second post in making collision for mario kart in DirectX12
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The first post in making collision for mario kart in DirectX12
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Implementing the player’s other abilities -double jumping, dashing, and changing size.
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Creating a basic moving enemy
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The next part of the physics is to for the player to have an ability that can invert the world’s gravity along with jumping in the correct direction.
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The final and hardest part of the physics component is the collision detection.
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I am I charge of the physics of our game. The first part being a basic implementation of momentum based movement.
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Our groups ideas for the Ex-Machina game
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The assignment for my next project - A game based of the Film Ex-machina
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I decided for my text based adventure game to have a very simple map render when the player types in map.
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In order for my game to retrive specific words from the player’s input this function were created to handle this.
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For my class system in my text based adventure I have three main ones. These are Location, Item, and Player which all inherit from my game object class.
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Within my text-based adventure game I stored the data of my locations an items in text files. In order to then read in the text files into my game I wrote the implementation below. In this implementation the text files are read first into a buffer which is then streamed into a string stream. Each line of the string stream is then used as one of the arguments passed into the constructor of my Locations class. These lines are for the names of the location.
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C++ 30
Directx12 11
Mario kart 11
Commercial games development 15
Unity 15
Low-level programming (19) C++ (30) Text based adventure (5) Ex-machina (9) Game engine programming (11) Directx12 (11) Mario kart (11) Land of gold (5) Audio visual production (1) Commercial games development (15) Unity (15) Don't walk by (15)