Daily Archives: December 16, 2014
Revolving!
Didn’t make a post last night but we had an interesting lecture about multiplayer networking from the VGAvault form the multiplayer networking engineer who worked on Halo: Reach.
After the lecture we received some links on further reading regarding multiplayer networking which i read that night. During the morning i made little to no progress in the web server so i asked Tommi for a tutor meeting this Wednesday. Hopefully i can get the information i need then.
Because of this i […]
Revolving!
Didn’t make a post last night but we had an interesting lecture about multiplayer networking from the VGAvault form the multiplayer networking engineer who worked on Halo: Reach.
After the lecture we received some links on further reading regarding multiplayer networking which i read that night. During the morning i made little to no progress in the web server so i asked Tommi for a tutor meeting this Wednesday. Hopefully i can get the information i need then.
Because of this i […]
Workin hard or hardly workin?
Our final assignment for Game Programming I is to recreate a mockup or clone of a classic arcade or console game, such as Frogger, Pacman, Tetris, Galaga, etc.
My partner in arms and I decided to challenge ourselves a bit and go for Legend of Zelda ’87. The holidays perhaps aren’t the ideal time for lots of coding, at least for a newbie like me!
Dev Diary:
Pre: Partner made an outline for a concept document with properties, behaviours and relationships
12/12: I filled […]
Workin hard or hardly workin?
Our final assignment for Game Programming I is to recreate a mockup or clone of a classic arcade or console game, such as Frogger, Pacman, Tetris, Galaga, etc.
My partner in arms and I decided to challenge ourselves a bit and go for Legend of Zelda ’87. The holidays perhaps aren’t the ideal time for lots of coding, at least for a newbie like me!
Dev Diary:
Pre: Partner made an outline for a concept document with properties, behaviours and relationships
12/12: I filled […]
Programming III – FPS
This is a few days late, but eh, here it is.
Last week I implemented Xbox360-controll input with XInput for our FPS game. I used a really good tutorial for this since I’ve never used XInput before. Most of what it goes through was fairy straight forward, but the thing I appreciated the most was the way it made it so that after you set a deadzone and surpass it, the method wont return 0.3f (for example) immediately instead it […]
Programming III – FPS
This is a few days late, but eh, here it is.
Last week I implemented Xbox360-controll input with XInput for our FPS game. I used a really good tutorial for this since I’ve never used XInput before. Most of what it goes through was fairy straight forward, but the thing I appreciated the most was the way it made it so that after you set a deadzone and surpass it, the method wont return 0.3f (for example) immediately instead it […]
Programming III – FPS
This is a few days late, but eh, here it is.
Last week I implemented Xbox360-controll input with XInput for our FPS game. I used a really good tutorial for this since I’ve never used XInput before. Most of what it goes through was fairy straight forward, but the thing I appreciated the most was the way it made it so that after you set a deadzone and surpass it, the method wont return 0.3f (for example) immediately instead it […]
Programming III – FPS
This is a few days late, but eh, here it is.
Last week I implemented Xbox360-controll input with XInput for our FPS game. I used a really good tutorial for this since I’ve never used XInput before. Most of what it goes through was fairy straight forward, but the thing I appreciated the most was the way it made it so that after you set a deadzone and surpass it, the method wont return 0.3f (for example) immediately instead it […]