Author Archives: Jonas Lundgren

BGP Post GGC Reflections: TwinShift

GGC is over (since quite some time), and everything has calmed down in terms of hand-ins and the like. Therefore, I wanted to write some kind of reflection on the project (TwinShift) as a whole.
I have some mixed feelings about TwinShift. When originally approached with the idea, I felt that it was an awesome idea for a game, and working with friends often means having a good time, and decided to join the group for a “final” project. As the […]

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Program: Programming

BGP Post GGC Reflections: TwinShift

GGC is over (since quite some time), and everything has calmed down in terms of hand-ins and the like. Therefore, I wanted to write some kind of reflection on the project (TwinShift) as a whole.
I have some mixed feelings about TwinShift. When originally approached with the idea, I felt that it was an awesome idea for a game, and working with friends often means having a good time, and decided to join the group for a “final” project. As the […]

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Program: Programming

BGP Week 6-7: Main Menu

The last two weeks of BGP! In between the random polish that had to be done, I also remade the main menu. For reference, all of the images in this post were stripped of environment and skyboxes and the like, in order to only show the actual main menu UI.
We had received feedback that the original main menu felt too “clean” for the feeling we wanted to convey with the game. Due to this, and also the way the original […]

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Program: Programming

BGP Week 6-7: Main Menu

The last two weeks of BGP! In between the random polish that had to be done, I also remade the main menu. For reference, all of the images in this post were stripped of environment and skyboxes and the like, in order to only show the actual main menu UI.
We had received feedback that the original main menu felt too “clean” for the feeling we wanted to convey with the game. Due to this, and also the way the original […]

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Program: Programming

BGP Week 5: HUD!

A new week, and still a seemingly endless pile of tasks to be done! After discussing with my group about whether or not I should continue working on the level generation, we came to the conclusion that it was probably best to put me on other tasks instead, prioritizing having an actual game instead of something half-finished with one cool way of generating levels. Thus, the level generation from the earlier posts was put on the backburner indefinitely, and I […]

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Program: Programming

BGP Week 5: HUD!

A new week, and still a seemingly endless pile of tasks to be done! After discussing with my group about whether or not I should continue working on the level generation, we came to the conclusion that it was probably best to put me on other tasks instead, prioritizing having an actual game instead of something half-finished with one cool way of generating levels. Thus, the level generation from the earlier posts was put on the backburner indefinitely, and I […]

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Program: Programming

BGP Week 4: Spline Level Generation – From cubes to modeled meshes

This week I continued the work on the level generation. Our artist had finished most of the track mesh, I decided to try implementing it in the current system. I already knew from the start that I would have to modify what I already had; the previous system relied on hardcoded vertex indices, and the cubes I played around with earlier only had 24 vertices in total. The new mesh had somewhere around 400 vertices, which Unity then further increased […]

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Program: Programming

BGP Week 4: Spline Level Generation – From cubes to modeled meshes

This week I continued the work on the level generation. Our artist had finished most of the track mesh, I decided to try implementing it in the current system. I already knew from the start that I would have to modify what I already had; the previous system relied on hardcoded vertex indices, and the cubes I played around with earlier only had 24 vertices in total. The new mesh had somewhere around 400 vertices, which Unity then further increased […]

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Program: Programming

BGP Week 2-3: Early level generation with splines

Big Game Project has started! For those who don’t now, Big Game Project (BGP) is the examinatory course of the program. It can be summarized as “create any game you want, with any team you can get your hands on, and with any production methods you want”. It is meant for us to show understanding of what we have been taught during these two years, and apply it.
I got hijacked into a team consisting of William Nordin,

April 17, 2015 / Comments Off on BGP Week 2-3: Early level generation with splines
Program: Programming

BGP Week 2-3: Early level generation with splines

Big Game Project has started! For those who don’t now, Big Game Project (BGP) is the examinatory course of the program. It can be summarized as “create any game you want, with any team you can get your hands on, and with any production methods you want”. It is meant for us to show understanding of what we have been taught during these two years, and apply it.
I got hijacked into a team consisting of William Nordin,

April 17, 2015 / Comments Off on BGP Week 2-3: Early level generation with splines
Program: Programming

Implementing XInput

We have now officially started the final assignment of Game Programming 3! In short, it’s to create a simple 3D game using what we learned during the lectures. There are some things that are required (such as GUI, music, and (obviously) a fully functional game), and also various “advanced” features. The advanced features give varying amounts of points, of which you need 30 to receive a VG grade on the assignment as well as the course.
I’m working with

December 21, 2014 / Comments Off on Implementing XInput
Program: Programming

Implementing XInput

We have now officially started the final assignment of Game Programming 3! In short, it’s to create a simple 3D game using what we learned during the lectures. There are some things that are required (such as GUI, music, and (obviously) a fully functional game), and also various “advanced” features. The advanced features give varying amounts of points, of which you need 30 to receive a VG grade on the assignment as well as the course.
I’m working with

December 21, 2014 / Comments Off on Implementing XInput
Program: Programming

Web server finished

The programming adventures continue! I finished the second assignment (a web server built from scratch), which hopefully gets a pass, which would allow me to put all focus into the last assignment!
First of all, I apologize for not writing a post the week before this. I was exhibiting Flash & Crash at DreamHack Winter, and never really found the time to sit down and write a post. When I got home on the Monday, I had forgotten about it.
So yeah, […]

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Program: Programming

Web server finished

The programming adventures continue! I finished the second assignment (a web server built from scratch), which hopefully gets a pass, which would allow me to put all focus into the last assignment!
First of all, I apologize for not writing a post the week before this. I was exhibiting Flash & Crash at DreamHack Winter, and never really found the time to sit down and write a post. When I got home on the Monday, I had forgotten about it.
So yeah, […]

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Program: Programming

Game Programming III Week Two: Network programming

I haven’t really done anything on my personal projects (or assignments) this week, therefore I feel that the only thing  I can write about is what we did on the lectures: an introduction to network programming using sockets.
For the uninitiated, sockets can be somewhat likened to electrical plugs. You decide on a port where you send or receive data, similar to choosing one specific outlet to plug in whatever electrical appliance you might have. You then create a socket and […]

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Program: Programming

Game Programming III Week Two: Network programming

I haven’t really done anything on my personal projects (or assignments) this week, therefore I feel that the only thing  I can write about is what we did on the lectures: an introduction to network programming using sockets.
For the uninitiated, sockets can be somewhat likened to electrical plugs. You decide on a port where you send or receive data, similar to choosing one specific outlet to plug in whatever electrical appliance you might have. You then create a socket and […]

/ Comments Off on Game Programming III Week Two: Network programming
Program: Programming

Game Programming III Week Two: Network programming

I haven’t really done anything on my personal projects (or assignments) this week, therefore I feel that the only thing  I can write about is what we did on the lectures: an introduction to network programming using sockets.
For the uninitiated, sockets can be somewhat likened to electrical plugs. You decide on a port where you send or receive data, similar to choosing one specific outlet to plug in whatever electrical appliance you might have. You then create a socket and […]

/ Comments Off on Game Programming III Week Two: Network programming
Program: Programming

Game Programming III Week Two: Network programming

I haven’t really done anything on my personal projects (or assignments) this week, therefore I feel that the only thing  I can write about is what we did on the lectures: an introduction to network programming using sockets.
For the uninitiated, sockets can be somewhat likened to electrical plugs. You decide on a port where you send or receive data, similar to choosing one specific outlet to plug in whatever electrical appliance you might have. You then create a socket and […]

/ Comments Off on Game Programming III Week Two: Network programming
Program: Programming

Data structures

What did I do?
I wrote algorithms for two basic generic data structures: a linked list and a binary search tree (BST). This was done for two reasons: to derust after not coding for a while, and to learn a bit about data structures.
Some short definitions: a linked list consists of nodes, which contain some data and a pointer to the next node in line. This creates a list which can be easily iterated through in order to find whatever data […]

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Program: Programming

Data structures

What did I do?
I wrote algorithms for two basic generic data structures: a linked list and a binary search tree (BST). This was done for two reasons: to derust after not coding for a while, and to learn a bit about data structures.
Some short definitions: a linked list consists of nodes, which contain some data and a pointer to the next node in line. This creates a list which can be easily iterated through in order to find whatever data […]

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Program: Programming

Data structures

What did I do?
I wrote algorithms for two basic generic data structures: a linked list and a binary search tree (BST). This was done for two reasons: to derust after not coding for a while, and to learn a bit about data structures.
Some short definitions: a linked list consists of nodes, which contain some data and a pointer to the next node in line. This creates a list which can be easily iterated through in order to find whatever data […]

/ Comments Off on Data structures
Program: Programming

Data structures

What did I do?
I wrote algorithms for two basic generic data structures: a linked list and a binary search tree (BST). This was done for two reasons: to derust after not coding for a while, and to learn a bit about data structures.
Some short definitions: a linked list consists of nodes, which contain some data and a pointer to the next node in line. This creates a list which can be easily iterated through in order to find whatever data […]

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Program: Programming

Board Game Analysis: Betrayal at House on the Hill

The assignment continues! Like last time, we were tasked to play and analyse a board game. This week, we decided to play the game Betrayal at House on the Hill. It is a turn-based game for between 3 and 6 people, and can be summarized as “explore a haunted house together, until one of you becomes a traitor, than defeat the traitor”.
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The game uses eight special die 6-sided die, where two of the sides […]

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Program: Programming

Board Game Analysis: Betrayal at House on the Hill

The assignment continues! Like last time, we were tasked to play and analyse a board game. This week, we decided to play the game Betrayal at House on the Hill. It is a turn-based game for between 3 and 6 people, and can be summarized as “explore a haunted house together, until one of you becomes a traitor, than defeat the traitor”.
.>” width=”300″ height=”300″ />
The game uses eight special die 6-sided die, where two of the sides […]

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Program: Programming