The first release of the Breakout clone is finally here.
The Installer will install directx and the visual studio 2010 re-distributable.
If you would prefer to run the game through a zip file, you can download it from here. You will have to make sure that you have the visual studio 2010 re-distributa…
The Installer will install directx and the visual studio 2010 re-distributable.
If you would prefer to run the game through a zip file, you can download it from here. You will have to make sure that you have the visual studio 2010 re-distributa…
[color=rgb(40,40,40)][font=arial][font=arial]Version 2.0 of Asteroids has been released[/font][/font][/color]
- Added Redefinable Controls
- Allowing Toggle FullScreen/Windowed Immediately
The setup can be downloaded here
[color=rgb(40,40,40)][font=arial]Version 1.1 of Asteroids has been released[/font][/color]
- Added High Score Screen. Top 10 scores are tracked.
- Ship is flashed on on invinciblity for the 1st 5 seconds
The setup can be downloaded here
For my next project, I have decided to make a clone of Asteroids as my second project. I would like to have a finished game by March 31st which gives me a month to finish the game. This time will include all the enhancements required in the engine so that the game is playable
[subheading]Why Asteroi…
[subheading]Why Asteroi…
I have decided to stop working on MPong. The reasons for this include
I have been working on MPong for so long that it was tough to find motivation to continue working on it.
Although I was continuously adding features to the engine, I was not building up my portfolio
I want to test my engine with ano…
I have written a wrapper around DirectSound to take care of the sound.
I have also background music which was taken from http://www.nosoapradio.us/
I am currently working on a Options screen which allows to disable/enable the SFX and music channels and also set the respective volumes.
I have also background music which was taken from http://www.nosoapradio.us/
I am currently working on a Options screen which allows to disable/enable the SFX and music channels and also set the respective volumes.
This snippet shows how to convert a point on screen to a corresponding point in the world. It borrows heavily from the concept of ray-tracing.
Let x and y be the point on the screen which we want to convert to the world space.
We need to create a ray which passes through the camera and the point(x, y…
Let x and y be the point on the screen which we want to convert to the world space.
We need to create a ray which passes through the camera and the point(x, y…
I have added the basic Game elements which are
- Walls
- 2 Paddles
- 1 Ball
I have also added a UI to display the score.
I have also written a model converter which takes an wavefront .obj file and converts it into a format which is easier to parse in my game engine. Currently the converter writes out the- the …
The last few weeks I have been moving my code from DirectX 9 to DirectX 11. Needless to say, it has been a time consuming process. I had to throw away a lot of my old code since DX11 changed the way things work. In the process, I ended up re-factoring a lot of my old and adding new elements.
Since I…
Since I…
In this tutorial, we will learn how to create a timer to be used in our projects. We can use our timer for Creating a constant experience over multiple configurations, Calculating the FPS(Frames per second) etc.
The timer class will keep track of the Total Running Time, the time elapsed between 2 fr…
The timer class will keep track of the Total Running Time, the time elapsed between 2 fr…
[subheading]What does making Pong take?[/subheading]
Game Logic
Graphics
Sound
Input
Physics
UI
AI
Mutliplayer - P2p and/or Server Client and or shared input
Considering that pong is the simplest game that anyone can work on, the question arises why would I even want to make Pong. Even though the gameplay e…
Considering that pong is the simplest game that anyone can work on, the question arises why would I even want to make Pong. Even though the gameplay e…
Now that we have created our window, we need to give it DirectX Capabilities, Again, since we will want to create only one instance of this class for each application we will create it as singleton. Even though on running the application we will just see a background color (TAN), we will have our D…
Before we create our game, we first need to know how to create a window. Thanks to OOP's the code just needs to be written just once. Since we will want to create only one instance of this class for each application we will create it as singleton.
[subheading]IMainWindow Interface : MainWindow.hxx[/…
[subheading]IMainWindow Interface : MainWindow.hxx[/…
Sometimes, you don't want to encounter a situation where something made a copy of the object. In C++, a copy of an object can be made in a number of situations. The most obvious is direct assignment. Less obvious, but equally valid, is a function call using pass-by-value.
Copying in C++ is handled i…
Copying in C++ is handled i…
This title should get a lot of attention.
A list of free game libraries : Free Game Libraries
You are still here instead of going to the link .
Even though the list hasnt been updated in a long time, its still the most complete list I have found. There are a ton of entries, and I would say it is p…
A list of free game libraries : Free Game Libraries
You are still here instead of going to the link .
Even though the list hasnt been updated in a long time, its still the most complete list I have found. There are a ton of entries, and I would say it is p…
[subheading]DLL Basics[/subheading]
Since, we are going to be using dll's to have 1 single copy of our engine code, lets understand the basics of DLL's. For those of you, who are on the fence of whether to use a dll or not. Here are some of the advantages of using a dll as per MSDN
We will be using _…
Since, we are going to be using dll's to have 1 single copy of our engine code, lets understand the basics of DLL's. For those of you, who are on the fence of whether to use a dll or not. Here are some of the advantages of using a dll as per MSDN
We will be using _…
[subheading]Finding Memory Leaks[/subheading]
If you are not a big company, chances are you cannot afford the commercial programs to check for memory leaks in your program.. This tutorial will give you a free alternative which you can add to your projects.
The 1st thing that we need to do is to inclu…
If you are not a big company, chances are you cannot afford the commercial programs to check for memory leaks in your program.. This tutorial will give you a free alternative which you can add to your projects.
The 1st thing that we need to do is to inclu…
[size="2"][font="Arial"][size="2"]Now that we have decided the basic directory structure and dependencies that each project will have, we will now set the project properties. I prefer to do this at the project level so that the properties are persistent and I don't have to set them every time I do…
In this post I am going to cover the third party libraries, project breakup, and current directory structure that I follow. Even though its not perfect, its served me well so far
[subheading]Third Party Tools[/subheading]
[font=Arial]FMod - Sound[/font]
[font=Arial]TinyXML - XML[/font]
[font=Arial]Zli…
[subheading]Third Party Tools[/subheading]
Welcome to my blog.
Over a period of time, I hope to fill this space with the status of my projects as well as tutorials for some basic stuff.
Although, I have been posting at http://speedrunsdev.blogspot.com previously, I am creating this journal for a number of reasons:
Over a period of time, I hope to fill this space with the status of my projects as well as tutorials for some basic stuff.
Although, I have been posting at http://speedrunsdev.blogspot.com previously, I am creating this journal for a number of reasons:
- Post my ideas and progress, …
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