Hello Again!
These last few days I've been under the radar, my poor blog probably feels really lonely right now, but there's a good reason.
I have sent my CV for a local studio in hopes of getting a full time job as a programmer in game development.
For my own surprise, they have actually called me tw…
These last few days I've been under the radar, my poor blog probably feels really lonely right now, but there's a good reason.
I have sent my CV for a local studio in hopes of getting a full time job as a programmer in game development.
For my own surprise, they have actually called me tw…
A guide to implement a usable animated sprite system and respective manager.
It goes from data serialization with Lua through the rendering of the many animations with an animated sprite and reuse of static data.
http://www.buildandgun.com/2014/07/animated-sprites-in-love2d.html
Please do check it out…
It goes from data serialization with Lua through the rendering of the many animations with an animated sprite and reuse of static data.
http://www.buildandgun.com/2014/07/animated-sprites-in-love2d.html
Please do check it out…
Just made another post on game development with Lua, a brief introduction to Love2D.
It goes from rendering the basic hello world text to drawing an image at a given coordinate.
Really simple stuff actually, but we'll need this to make our lives easier when trying our hands on rendering animated spri…
It goes from rendering the basic hello world text to drawing an image at a given coordinate.
Really simple stuff actually, but we'll need this to make our lives easier when trying our hands on rendering animated spri…
Hello Again,
After a lot of time w/o really coding anything and complete inactivity on my blog I'm coming back with a little more time on my hands.
Today, I've posted several Lua snippets in my blog, explaining a little about each one of them and important aspects of the language on each.
Take a look!…
After a lot of time w/o really coding anything and complete inactivity on my blog I'm coming back with a little more time on my hands.
Today, I've posted several Lua snippets in my blog, explaining a little about each one of them and important aspects of the language on each.
Take a look!…
Hello Again,
Looks like it is all done now. I just did not create that automatic build (sorry about that). I really don't need this, I am just compiling the library along with my project; it is really small, that's easy to do.
So, the GitHub repo is here.
The documentation is available in PDF here. (e…
Looks like it is all done now. I just did not create that automatic build (sorry about that). I really don't need this, I am just compiling the library along with my project; it is really small, that's easy to do.
So, the GitHub repo is here.
The documentation is available in PDF here. (e…
@UpDate:
[indent=1]Added an automatic FreeUnused system. It can be configured with the Vault Classes' constructors (last parameter) or by calling [color=#0000ff]SetAutoFree([/color][color=#006400]unsigned long[/color][color=#0000ff])[/color] manually. To use this, you need to pass [color=#696969]SDL…
[indent=1]Added an automatic FreeUnused system. It can be configured with the Vault Classes' constructors (last parameter) or by calling [color=#0000ff]SetAutoFree([/color][color=#006400]unsigned long[/color][color=#0000ff])[/color] manually. To use this, you need to pass [color=#696969]SDL…
My latest post is about the LGPL license.
This has little to do with programming, but appeals to the paranoiac lawyer inside of us.
http://www.buildandgun.com/2014/02/little-game-programming-love-lgpl.html
This has little to do with programming, but appeals to the paranoiac lawyer inside of us.
http://www.buildandgun.com/2014/02/little-game-programming-love-lgpl.html
Hello Again,
I have just made a mega-post on how to parse YAML with C++ using yaml-cpp.
It goes a little about YAML syntax as well.
It was supposed to be an article here at GD.net, but I was having too many problems with the editor...
So I decided to post it to my blog first, and let the fight against …
I have just made a mega-post on how to parse YAML with C++ using yaml-cpp.
It goes a little about YAML syntax as well.
It was supposed to be an article here at GD.net, but I was having too many problems with the editor...
So I decided to post it to my blog first, and let the fight against …
Hi again!
I have created a firefox json file with all my gamedev related bookmarks.
It is available for download here:
https://www.mediafire.com/?4obe68qgygqacfl
For those interested, there's a complete list with descriptions of the links on my personal blog:
http://www.buildandgun.com/2014/02/my-gamed…
I have created a firefox json file with all my gamedev related bookmarks.
It is available for download here:
https://www.mediafire.com/?4obe68qgygqacfl
For those interested, there's a complete list with descriptions of the links on my personal blog:
http://www.buildandgun.com/2014/02/my-gamed…
I am happy to announce the first working prototype of the HLGE Keyboard Gesture Interpreter is working!
You are free to take a look at the example code as well as download the entire Code::Blocks project.
You'll need the following in order to compile this code:
C++ compiler;
Allegro 5 working binaries.…
You are free to take a look at the example code as well as download the entire Code::Blocks project.
You'll need the following in order to compile this code:
C++ compiler;
Allegro 5 working binaries.…
http://www.BuildAndGun.com
Hello again,
As an update on my super gamedev tutorial, which btw will following step-by-step the development of my open source game, a new post is online, the creation of the media manager part 1, that describes some of the basic classes and what we'll need to render anima…
Hello again,
As an update on my super gamedev tutorial, which btw will following step-by-step the development of my open source game, a new post is online, the creation of the media manager part 1, that describes some of the basic classes and what we'll need to render anima…
Today I added the first step on my step-by-step game creation blog. This is the first thing we should do in order to resume programming with Allegro 5 and hopefully Box2D. Check it out!
http://www.buildandgun.com/2013/09/creating-codeblocks-project-and-linking.html
If you want to help me, contact me …
http://www.buildandgun.com/2013/09/creating-codeblocks-project-and-linking.html
If you want to help me, contact me …
I'm here to announce my new blog, now featuring a guide on building Box2D for use with Code::Blocks and MinGW.
http://www.buildandgun.com
http://www.buildandgun.com
Thinking on my next step on my game that's start coding the whole stuff, [s]so I can realize I'm not gonna make it and give up already[/s], and I have to choose an engine...
HGE's great for it's simplicity, how they say, make games, not engines! But Allegro seems more powerful and is a lot more real…
HGE's great for it's simplicity, how they say, make games, not engines! But Allegro seems more powerful and is a lot more real…
There are great links that even Stumblr can't help you find!
But to help some ppl, share those in any way you can!
haha
here you go!
http://www.ebonyfort...ment-libraries/
@edit: As for the source (I incredibly managed to find after so many months with this link bookmarked)
http://www.gamedev.n...free-li…
But to help some ppl, share those in any way you can!
haha
here you go!
http://www.ebonyfort...ment-libraries/
@edit: As for the source (I incredibly managed to find after so many months with this link bookmarked)
http://www.gamedev.n...free-li…
My major problem is again modeling the stuff...
All my programs while studying were like "start coding and it will model itself"... Worked well for small programs, that's for sure.
But now I'm facing the old problem: "how do I check for input, create the necessary entities, destroy the trash ones, ma…
All my programs while studying were like "start coding and it will model itself"... Worked well for small programs, that's for sure.
But now I'm facing the old problem: "how do I check for input, create the necessary entities, destroy the trash ones, ma…
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