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Alex Hopkins' Journal



Creating Unity-like GameObjects in C#

Posted by Alex Hopkins, in C#, DirectX 11, Engine, Unity3D 28 August 2012 · 885 views
unity, unity3d, c#, game, object and 2 more...
One of the things I like most about Unity3D, apart from the rich editor environment, is the way the GameObject class is so rich. It provides access to many useful methods and exposes the things common to all objects within the game, such as position and rotation.

I wanted to emulate something similar for my C# DX11 engine, so I came up with this...


Progress on "IOF" file format for OBJs

Posted by Alex Hopkins, in IOF, Uncategorized, C#, DirectX 11, Engine 28 August 2012 · 428 views
obj, wavefront, directx, opengl and 11 more...
I have finished "spec 1" of my custom model format, IOF. It is intended to remove a lot of the complexity of OBJ files that I won't be using but also introduce important features that I feel OBJ files are missing.

I am splitting the work of this format up until smaller "specifications" so that I don't spend months on finishing...


Moving from C++ to C# (and SharpDX)

Posted by Alex Hopkins, in Uncategorized, C#, DirectX 11, Engine 27 August 2012 · 966 views
sharpdx, c#, directx, native and 7 more...
I am switching my focus from C++ to C# for my landscape / environment engine, and switching from native DX to SharpDX.

There are many reasons for this, chief among them the speed at which you can achieve things in C#. I could continue my engine in C++ but the rate of progress wouldn't be great and given that this project will end up being a submission...





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