Browsing '2013': Students starting in 2013

Game Programming III – the sixth week, work on the third assignment


Hello!
This weeks I have mostly been busy working on the third assignment, which is to make a simple game with 3D rendering using directX. What I have done this week includes reseraching the Ogre3D render engine, working on understanding and getting a grasp on the code for 3D rendering provided by our teacher (albeit in an incomplete state).
The Ogre3D reserach was done during one evening and then abandoned as I could not get it to work with Visual Studio […]

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Program: Programming

Game Programming III – the sixth week, work on the third assignment


Hello!
This weeks I have mostly been busy working on the third assignment, which is to make a simple game with 3D rendering using directX. What I have done this week includes reseraching the Ogre3D render engine, working on understanding and getting a grasp on the code for 3D rendering provided by our teacher (albeit in an incomplete state).
The Ogre3D reserach was done during one evening and then abandoned as I could not get it to work with Visual Studio […]

/ Comments Off on Game Programming III – the sixth week, work on the third assignment
Program: Programming

Implementation in Helium!

I’ll give you guys a rerun on whats happened so far.
The class was given a 3D engine from the teacher to create a 3D game.
Most of the engine is already written such as the camera, scene management and all of their functions capable of creating a passing grade result.
The lectures we’ve been having before this was working on a shell of the engine just implementing the camera, scene, background, triangles, squares, 3D objects, height maps and HUD.
Thing is, with this […]

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Program: Programming

Implementation in Helium!

I’ll give you guys a rerun on whats happened so far.
The class was given a 3D engine from the teacher to create a 3D game.
Most of the engine is already written such as the camera, scene management and all of their functions capable of creating a passing grade result.
The lectures we’ve been having before this was working on a shell of the engine just implementing the camera, scene, background, triangles, squares, 3D objects, height maps and HUD.
Thing is, with this […]

/ Comments Off on Implementation in Helium!
Program: Programming

Implementation in Helium!

I’ll give you guys a rerun on whats happened so far.
The class was given a 3D engine from the teacher to create a 3D game.
Most of the engine is already written such as the camera, scene management and all of their functions capable of creating a passing grade result.
The lectures we’ve been having before this was working on a shell of the engine just implementing the camera, scene, background, triangles, squares, 3D objects, height maps and HUD.
Thing is, with this […]

/ Comments Off on Implementation in Helium!
Program: Programming

Implementation in Helium!

I’ll give you guys a rerun on whats happened so far.
The class was given a 3D engine from the teacher to create a 3D game.
Most of the engine is already written such as the camera, scene management and all of their functions capable of creating a passing grade result.
The lectures we’ve been having before this was working on a shell of the engine just implementing the camera, scene, background, triangles, squares, 3D objects, height maps and HUD.
Thing is, with this […]

/ Comments Off on Implementation in Helium!
Program: Programming

Icing

So web servers have to wait a while. I’ve been making more progress on another assignment.
This time around we have been fortunate enough to work on a 3D engine. My assignment is to make a 3D game with a partner.
The genre we picked was racing. This time around the game is not the focus instead we will be focusing more on the systems built around it.
To be honest, most of the code has already been written before in different versions […]

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Program: Programming

Icing

So web servers have to wait a while. I’ve been making more progress on another assignment.
This time around we have been fortunate enough to work on a 3D engine. My assignment is to make a 3D game with a partner.
The genre we picked was racing. This time around the game is not the focus instead we will be focusing more on the systems built around it.
To be honest, most of the code has already been written before in different versions […]

/ Comments Off on Icing
Program: Programming

Icing

So web servers have to wait a while. I’ve been making more progress on another assignment.
This time around we have been fortunate enough to work on a 3D engine. My assignment is to make a 3D game with a partner.
The genre we picked was racing. This time around the game is not the focus instead we will be focusing more on the systems built around it.
To be honest, most of the code has already been written before in different versions […]

/ Comments Off on Icing
Program: Programming

Icing

So web servers have to wait a while. I’ve been making more progress on another assignment.
This time around we have been fortunate enough to work on a 3D engine. My assignment is to make a 3D game with a partner.
The genre we picked was racing. This time around the game is not the focus instead we will be focusing more on the systems built around it.
To be honest, most of the code has already been written before in different versions […]

/ Comments Off on Icing
Program: Programming

Board game analysis II: Carcassonne

As I was in Japan during the week my classmates played boardgames for the first time, I missed out on making the very first analysis. I have now played and analyzed the game Carcassonne with some help from some friends that were willing to play the game with me. And now, without further ado, the analysis!
I have played the board game called Carcassonne, a strategy based board game where players fight, or cooperate against one another to claim the biggest […]

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Program: Graphics

Board game analysis II: Carcassonne

As I was in Japan during the week my classmates played boardgames for the first time, I missed out on making the very first analysis. I have now played and analyzed the game Carcassonne with some help from some friends that were willing to play the game with me. And now, without further ado, the analysis!
I have played the board game called Carcassonne, a strategy based board game where players fight, or cooperate against one another to claim the biggest […]

/ Comments Off on Board game analysis II: Carcassonne
Program: Graphics

Board game analysis II: Carcassonne

As I was in Japan during the week my classmates played boardgames for the first time, I missed out on making the very first analysis. I have now played and analyzed the game Carcassonne with some help from some friends that were willing to play the game with me. And now, without further ado, the analysis!
I have played the board game called Carcassonne, a strategy based board game where players fight, or cooperate against one another to claim the biggest […]

/ Comments Off on Board game analysis II: Carcassonne
Program: Graphics

Board game analysis II: Carcassonne

As I was in Japan during the week my classmates played boardgames for the first time, I missed out on making the very first analysis. I have now played and analyzed the game Carcassonne with some help from some friends that were willing to play the game with me. And now, without further ado, the analysis!
I have played the board game called Carcassonne, a strategy based board game where players fight, or cooperate against one another to claim the biggest […]

/ Comments Off on Board game analysis II: Carcassonne
Program: Graphics

I’m on

My web server program is now able to be connected to! Today was a pretty good day.
I was supposed to have a meeting with Tommi this morning but he was still sick so i worked in the classroom where Jerry helped the first year students.
I decided to add in some structs and functions from our previous classes where we made a simple Peer to Peer UDP chat. The most important thing i added from this was the struct client which […]

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Program: Programming

I’m on

My web server program is now able to be connected to! Today was a pretty good day.
I was supposed to have a meeting with Tommi this morning but he was still sick so i worked in the classroom where Jerry helped the first year students.
I decided to add in some structs and functions from our previous classes where we made a simple Peer to Peer UDP chat. The most important thing i added from this was the struct client which […]

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Program: Programming

Revolving!

Didn’t make a post last night but we had an interesting lecture about multiplayer networking from the VGAvault form the multiplayer networking engineer who worked on Halo: Reach.
After the lecture we received some links on further reading regarding multiplayer networking which i read that night. During the morning i made little to no progress in the web server so i asked Tommi for a tutor meeting this Wednesday. Hopefully i can get the information i need then.
Because of this i […]

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Program: Programming

Revolving!

Didn’t make a post last night but we had an interesting lecture about multiplayer networking from the VGAvault form the multiplayer networking engineer who worked on Halo: Reach.
After the lecture we received some links on further reading regarding multiplayer networking which i read that night. During the morning i made little to no progress in the web server so i asked Tommi for a tutor meeting this Wednesday. Hopefully i can get the information i need then.
Because of this i […]

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Program: Programming

Programming III – FPS

This is a few days late, but eh, here it is.
Last week I implemented Xbox360-controll input with XInput for our FPS game. I used a really good tutorial for this since I’ve never used XInput before. Most of what it goes through was fairy straight forward, but the thing I appreciated the most was the way it made it so that after you set a deadzone and surpass it, the method wont return 0.3f (for example) immediately instead it […]

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Program: Programming

Programming III – FPS

This is a few days late, but eh, here it is.
Last week I implemented Xbox360-controll input with XInput for our FPS game. I used a really good tutorial for this since I’ve never used XInput before. Most of what it goes through was fairy straight forward, but the thing I appreciated the most was the way it made it so that after you set a deadzone and surpass it, the method wont return 0.3f (for example) immediately instead it […]

/ Comments Off on Programming III – FPS
Program: Programming

Programming III – FPS

This is a few days late, but eh, here it is.
Last week I implemented Xbox360-controll input with XInput for our FPS game. I used a really good tutorial for this since I’ve never used XInput before. Most of what it goes through was fairy straight forward, but the thing I appreciated the most was the way it made it so that after you set a deadzone and surpass it, the method wont return 0.3f (for example) immediately instead it […]

/ Comments Off on Programming III – FPS
Program: Programming

Programming III – FPS

This is a few days late, but eh, here it is.
Last week I implemented Xbox360-controll input with XInput for our FPS game. I used a really good tutorial for this since I’ve never used XInput before. Most of what it goes through was fairy straight forward, but the thing I appreciated the most was the way it made it so that after you set a deadzone and surpass it, the method wont return 0.3f (for example) immediately instead it […]

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Program: Programming

Weekly programming – Client positions in fast paced networked games (v50)

Me and my current studygroup have designed a networking skeleton over the past week for our multiplayer space shooter project. We had already decided on using a server-client network model. After discussing how to solve the networking without causing input lag and with a good structure we started working on it.
We chose to split the networking code into a “low end”-part that recieves and sends packets, a “message converter”-part that translates packets into our own message class, and a “message handler”-part that sorts and delivers messages […]

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Program: Programming

Weekly programming – Client positions in fast paced networked games (v50)

Me and my current studygroup have designed a networking skeleton over the past week for our multiplayer space shooter project. We had already decided on using a server-client network model. After discussing how to solve the networking without causing input lag and with a good structure we started working on it.
We chose to split the networking code into a “low end”-part that recieves and sends packets, a “message converter”-part that translates packets into our own message class, and a “message handler”-part that sorts and delivers messages […]

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Program: Programming