Programming – Week 5

This week we finished the Arkanoid project. The last parts were to add images that could handle alpha. We extended our project with an extension called SDL_IMAGE. The extension lets us load files with different file endings such as PNG etc. By doing this we could achieve transparency around the ball object in Arkanoid.
We also extended the project by adding a CollisionManager and a Collider class. Theese two work together to achieve
box vs box collision, I dont want to go into more […]

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Program: Programming

Programming – Week 5

This week we finished the Arkanoid project. The last parts were to add images that could handle alpha. We extended our project with an extension called SDL_IMAGE. The extension lets us load files with different file endings such as PNG etc. By doing this we could achieve transparency around the ball object in Arkanoid.
We also extended the project by adding a CollisionManager and a Collider class. Theese two work together to achieve
box vs box collision, I dont want to go into more […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

/ Comments Off on Programming III – FPS
Program: Programming

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 […]

/ Comments Off on Programming III – FPS
Program: Programming

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 […]

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Program: Programming

Weekly programming – Client positions in fast paced networked games (v50)

Me and my current studygroup have designed a networking skeleton over the past week for our multiplayer space shooter project. We had already decided on using a server-client network model. After discussing how to solve the networking without causing input lag and with a good structure we started working on it.
We chose to split the networking code into a “low end”-part that recieves and sends packets, a “message converter”-part that translates packets into our own message class, and a “message handler”-part that sorts and delivers messages […]

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Program: Programming

Weekly programming – Client positions in fast paced networked games (v50)

Me and my current studygroup have designed a networking skeleton over the past week for our multiplayer space shooter project. We had already decided on using a server-client network model. After discussing how to solve the networking without causing input lag and with a good structure we started working on it.
We chose to split the networking code into a “low end”-part that recieves and sends packets, a “message converter”-part that translates packets into our own message class, and a “message handler”-part that sorts and delivers messages […]

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Program: Programming

Weekly programming – Client positions in fast paced networked games (v50)

Me and my current studygroup have designed a networking skeleton over the past week for our multiplayer space shooter project. We had already decided on using a server-client network model. After discussing how to solve the networking without causing input lag and with a good structure we started working on it.
We chose to split the networking code into a “low end”-part that recieves and sends packets, a “message converter”-part that translates packets into our own message class, and a “message handler”-part that sorts and delivers messages […]

/ Comments Off on Weekly programming – Client positions in fast paced networked games (v50)
Program: Programming

Weekly programming – Client positions in fast paced networked games (v50)

Me and my current studygroup have designed a networking skeleton over the past week for our multiplayer space shooter project. We had already decided on using a server-client network model. After discussing how to solve the networking without causing input lag and with a good structure we started working on it.
We chose to split the networking code into a “low end”-part that recieves and sends packets, a “message converter”-part that translates packets into our own message class, and a “message handler”-part that sorts and delivers messages […]

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Program: Programming

Post mortem: Motion Capture Shoot

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Program: Graphics

Post mortem: Motion Capture Shoot

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Program: Graphics

Motion Capture for Games, Reflective Blog 02

This is a report on the first part of Assignment 2 for the Motion Capture course. For Assignment 2, we have been tasked to record a motion capture shoot, clean the data, and then import the data into MotionBuilder. In this post I will reflect on the shoot I did together with Björn Berndtsson.

We were assigned to do 6 takes for this assignment. Along with the assignment instructions, we received three different shootlists with example takes we could choose […]

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Program: Graphics

Motion Capture for Games, Reflective Blog 02

This is a report on the first part of Assignment 2 for the Motion Capture course. For Assignment 2, we have been tasked to record a motion capture shoot, clean the data, and then import the data into MotionBuilder. In this post I will reflect on the shoot I did together with Björn Berndtsson.

We were assigned to do 6 takes for this assignment. Along with the assignment instructions, we received three different shootlists with example takes we could choose […]

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Program: Graphics

11.12.14

Det här kommer bli min development diary för ett projekt som jag kommer jobba med i några veckors tid. Alla inlägg kommer bli taggade med Space Invaders(klicka här för att komma till taggen).
This first part of the assignment is to create a game using C/C++ and Simple DirectMedia Library (SDL). Writing a clone of a classic arcade game is highly recommended.
Det här är uppgiften vi har fått.
Det första jag gjorde var att välja ett spel, jag har jobbat tidigare(i […]

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Program: Programming

11.12.14

Det här kommer bli min development diary för ett projekt som jag kommer jobba med i några veckors tid. Alla inlägg kommer bli taggade med Space Invaders(klicka här för att komma till taggen).
This first part of the assignment is to create a game using C/C++ and Simple DirectMedia Library (SDL). Writing a clone of a classic arcade game is highly recommended.
Det här är uppgiften vi har fått.
Det första jag gjorde var att välja ett spel, jag har jobbat tidigare(i […]

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Program: Programming

Winter Game Jam – Fight for the Justice League!

This Friday we had our second Game Jam at Uni and as the first one we had many participants. The big difference from this and the first game jam was that this game jam lasted Friday-Sunday!! This resulted in two long sleepless nights 🙂 My lovely team consisting of four first year programmers and two artists: 
                                   – Team Ädelpatrasket Von Wackenhooths –This time the theme […]

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Program: Graphics

Winter Game Jam – Fight for the Justice League!

This Friday we had our second Game Jam at Uni and as the first one we had many participants. The big difference from this and the first game jam was that this game jam lasted Friday-Sunday!! This resulted in two long sleepless nights 🙂 My lovely team consisting of four first year programmers and two artists: 
                                   – Team Ädelpatrasket Von Wackenhooths –This time the theme […]

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Program: Graphics

Bomberman Begins

Too be honest, I have really been slacking this week (and a big part of my classmates have too). Maybe it is because it is soon Christmas. Maybe it is tiredness from the game-jam we had, combined with the hobbit movie marathon and a lot of alumni guest lectures that took up our time. We have at least done something this week. We put together functionality for images other than Bitmap files for our games projects, which really just was […]

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Program: Programming

Bomberman Begins

Too be honest, I have really been slacking this week (and a big part of my classmates have too). Maybe it is because it is soon Christmas. Maybe it is tiredness from the game-jam we had, combined with the hobbit movie marathon and a lot of alumni guest lectures that took up our time. We have at least done something this week. We put together functionality for images other than Bitmap files for our games projects, which really just was […]

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Program: Programming