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Member Since 20 Jul 2013
Offline Last Active Today, 01:03 AM

Journal Entries

Richards Software Ramblings > Finite State Machines, Part 1

Posted 02 August 2015

One of my favorite books on AI programming for games is Matt Buckland's Programming Game AI By Example . Many AI programming books lean more towards presenting topics and theories, leaving the dirty work of implementing the techniques and algorithms up to the reader. This book takes a very different tack, with each chapter featuring one or more fully impl...

Richards Software Ramblings > Setting up Chocolate Wolfenstein 3D in Visual Studio 2013

Posted 20 May 2015

For the past few weeks, I've been once again noodling on the idea of starting a .NET port of a classic Id FPS. As a kid on my first computer, an off-brand 486 with DOS, I just hit the tail end of the good old days of shareware. And amongst all the floppy disks of kiddy and educational software and sliming Gruzzles couldn't really hold a candle to explorin...

Richards Software Ramblings > Model Loading Code Updated to AssimpNet 3.3.1

Posted 11 February 2015

Just a quick update today. I've updated the 3D model loading code to use the latest version of AssimpNet that is on Nuget now. The latest code is updated on GitHub.

The biggest changes appear to be that the AssimpImporter/Exporter classes have been merged into a single AssimpContext class that can do both. Some of the GetXXX methods to retrieve vertex e...

Richards Software Ramblings > Serving HTML5 Video using Nancy

Posted 17 January 2015

Not really game related, but something I've been working on lately.

Recently, I have been using OWIN a good deal for developing internal web applications. One of the chief benefits of this is that OWIN offers the ability to host its own HTTP server, which allows me to get out of the business of installing and configuring IIS on windows, which is one of t...

Richards Software Ramblings > Geodesic Sphere Tessellation

Posted 21 December 2014

A couple of weeks ago as I was browsing HackerNews, I stumbled onto an article about creating spherical procedural maps by Andy Gainey. Procedural terrain/map generation is always something I find interesting, having grown up slightly obsessed with Civilization and its successors. Various methods of tiling a sphere in order to make a game grid have been...