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Electronic Meteor



From Puppies to Bullets: real-time pixels and CES

Posted by CC Ricers, 19 November 2014 · 221 views
State Machine, XNA and 2 more...
Moving right into making a new game to revive my C# and XNA skills, I decided to go with a top-down view shooter. I already have a code base to start with, which includes some basic AI. The AI is a big one for me, since as long as I could remember I have avoided this subject and haven't really done anything with it. It's one of the areas of game developme...


Returning to form?

Posted by CC Ricers, 18 November 2014 · 588 views

What's going on everyone! I haven't touched this journal (or this website) for over a year. I also had a blog that I stopped updating for just as long. For those followers that still remember me, you might be wondering what has happened?

Well, during the time here when I was game coding and taking about coding, I was working freelance as a web developer...


Weekly update of Top Down Shooter

Posted by CC Ricers, 12 April 2013 · 521 views

It's been almost two weeks since I started my new game (and I originally wanted to post this on Sunday), and so far the progress has been disappointingly unproductive. At least it has been for the coding and implementation. I've been reading articles on Entity-Component Systems for games. Most of my time was spent planning out components and a few systems...


One Game A Month: Here comes a new game project!

Posted by CC Ricers, 03 April 2013 · 733 views

What? Another game already? That's right, but this one will not be as big as my racing game project, which I expect to be ongoing for several months and likely at least a year. No, this game will be a short-term project, only planned for one month as part of the One Game A Month  quest. I want to get in the habit of finishing games quicker. (Maybe then...


Terrain picking solved

Posted by CC Ricers, 28 March 2013 · 742 views

Guess I spoke too soon about wondering how to go about picking parts of the terrain, because I figured it out! As I'm going to be using BEPU for the physics engine, I just let BEPU do the dirty work. Using it to create a terrain height field and doing ray intersection testing is pretty intuitive. Storing 4 million points is no problem for it, but I may lo...


Hitting the crossroads

Posted by CC Ricers, 27 March 2013 · 619 views

Long post ahead!  This will mention several things. First, I still want to keep working on Meteor Engine but doing it concurrently with a game means I will not put as much time into it as I once did. However I will try to keep you updated in a better manner, so to seperate game progress from engine progress, I will be headlining them separately. (A chang...


The current game plan

Posted by CC Ricers, 20 March 2013 · 739 views
game architecture, graphics and 2 more...
Bye-bye geo-clipmaps, here comes geo-mipmapping! I've converted my terrain rendering code to use it from now on. It's not fully completed but the basics work. I just need to fix up the holes that appear in the borders between different detail meshes. The terrain code has just gotten a lot more complex since I first started out. While it only still support...


Quick screens: triplanar normal mapping

Posted by CC Ricers, 10 March 2013 · 1,000 views
normal mapping, graphics engine
Quick screens: triplanar normal mapping Making a short update this time. I finally have triplanar normal mapping working how I want it to. The following screenshots show normal mapping being used on the cliffs, with the same methods used to calculate steep areas on the terrain.Without shadows or post-process FX, the view in the first screenshot takes about 9-10 milliseconds for one frame using...


More details on the racing game

Posted by CC Ricers, 06 March 2013 · 719 views
Racing game, XNA, multiplayer
Hey, you know that racing game that's supposed to happen? Well, I still plan on making it happen, and my ideas are becoming a bit more solidified now. I always planned on making anything but a super-serious racing sim, because those take too long to get all the details right in the physics and the authenticity of the look and feel. Also I won't have permi...


How low-level should you go?

Posted by CC Ricers, 03 March 2013 · 688 views
game programming and 2 more...
Today I was going to talk about my start on the game editor's UI but something else got my attention. I have long been following some blogs and reviewers on XBox Indie Games, and now that the cat's out of the bag on XNA's fate, it's like a large band broke up- that band being the XNA developers community, and they parted ways on how they will continue to...






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