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I haven't posted in a while, and I haven't posted anything dev related in ages, so update time!

At first I was going to write a bunch of stuff about working with the Unreal Engine, but they I realized two things:
1) Most of that is probably covered by my NDA so I can't talk about it
And, more importantly
2) I don't know jack about programming in the Unreal Engine. I work on the Editor all day, and even that I don't know much about.

So, instead, here's a screenshot of what I've been doing for school:

It's a map editor for our remake of that Wii Play tank game in XNA. Ironically, in a class about the XNA framework, I'm not even using XNA for the editor. All the menus and image loading/drawing is being done via wx.NET, the .NET version of wxWidgets. It's very basic right now. You can load in any picture and turn it into a map (and no, the image shown is not a map in our game, I just quite like it). The editor lets you mark out areas that the player can collide with by drawing collision circles, rectangles, and free-hand lines. You can also specify AI waypoints on the map, and player start locations.

Like I said, nothing too special, but it works for what it has to do.

One thing I have noticed is that it's really hard to work full time as a programmer and still be motivated to work on school projects on the side. I love my job, but 8 hours a day is enough.

I think I may start up a series of journal entries on wxWidgets (not tutorials per se, but along those lines), since it's probably the most common thing for me to be using at work, and I've grown quite fond of it. For those of you who don't know, wxWidgets is a cross-platform UI library written primarily in C++ (though it'd been adapted to python and .NET, and some other languages I think). Any interest?
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