Browsing '2013': Students starting in 2013

Start of course Gameprogramming 3

As a assignment we are meant to write every week in order too tell you what we have learned new in code.
But I can honestly say I have learned only a little this week because I have to make up for other coursers. What I have learned only comes from the course lectures I have had.
We started this week with a ”do you remember coding?” test. We were going to create a program that compress and decompress a specific .bmp […]

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Program: Programming

Start of course Gameprogramming 3

As a assignment we are meant to write every week in order too tell you what we have learned new in code.
But I can honestly say I have learned only a little this week because I have to make up for other coursers. What I have learned only comes from the course lectures I have had.
We started this week with a ”do you remember coding?” test. We were going to create a program that compress and decompress a specific .bmp […]

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Program: Programming

Week 46: Motion Capture for Games

Another week, another course. This will be my first reflective assignment regarding the usage of motion capture within interactive media, though not necessarily always for its benefit.
I have chosen to look into how the Total War series, Shogun 2 in particular, has utilised this technology and the reasons for doing so. With Shogun 2 this concept has been taken to colossal scales. It’s both a franchise and a setting that I adore but have also noticed shortcomings in. A reflective […]

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Program: Graphics

Week 46: Motion Capture for Games

Another week, another course. This will be my first reflective assignment regarding the usage of motion capture within interactive media, though not necessarily always for its benefit.
I have chosen to look into how the Total War series, Shogun 2 in particular, has utilised this technology and the reasons for doing so. With Shogun 2 this concept has been taken to colossal scales. It’s both a franchise and a setting that I adore but have also noticed shortcomings in. A reflective […]

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Program: Graphics

Week 46: Motion Capture for Games

Another week, another course. This will be my first reflective assignment regarding the usage of motion capture within interactive media, though not necessarily always for its benefit.
I have chosen to look into how the Total War series, Shogun 2 in particular, has utilised this technology and the reasons for doing so. With Shogun 2 this concept has been taken to colossal scales. It’s both a franchise and a setting that I adore but have also noticed shortcomings in. A reflective […]

/ Comments Off on Week 46: Motion Capture for Games
Program: Graphics

Week 46: Motion Capture for Games

Another week, another course. This will be my first reflective assignment regarding the usage of motion capture within interactive media, though not necessarily always for its benefit.
I have chosen to look into how the Total War series, Shogun 2 in particular, has utilised this technology and the reasons for doing so. With Shogun 2 this concept has been taken to colossal scales. It’s both a franchise and a setting that I adore but have also noticed shortcomings in. A reflective […]

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Program: Graphics

Game Programming III

I have just taken a new course, Game Programming III.
There is one major assignment which is divided into three steps. The first part is to construct the most common data structures used in programming, a linked list and a binary search tree. Both are used to store data. The linked list is a list of objects containing data, called nodes. The nodes are linked to each other forming a kind of chain of nodes. The binary search tree is similar, but […]

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Program: Programming

Game Programming III

I have just taken a new course, Game Programming III.
There is one major assignment which is divided into three steps. The first part is to construct the most common data structures used in programming, a linked list and a binary search tree. Both are used to store data. The linked list is a list of objects containing data, called nodes. The nodes are linked to each other forming a kind of chain of nodes. The binary search tree is similar, but […]

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Program: Programming

Game Programming III

I have just taken a new course, Game Programming III.
There is one major assignment which is divided into three steps. The first part is to construct the most common data structures used in programming, a linked list and a binary search tree. Both are used to store data. The linked list is a list of objects containing data, called nodes. The nodes are linked to each other forming a kind of chain of nodes. The binary search tree is similar, but […]

/ Comments Off on Game Programming III
Program: Programming

Game Programming III

I have just taken a new course, Game Programming III.
There is one major assignment which is divided into three steps. The first part is to construct the most common data structures used in programming, a linked list and a binary search tree. Both are used to store data. The linked list is a list of objects containing data, called nodes. The nodes are linked to each other forming a kind of chain of nodes. The binary search tree is similar, but […]

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Program: Programming

Programming III

Programming III
So this week I have been reading up on DirectX, how it works, and the usage of 3D. I have found out how you should do a 3D game when it comes to render it. DirectX use a Front buffer and a back buffer, swapping between them, because of monitors not being able to refresh as fast as needed for real-time rendering. “If another model were rendered to the GPU while the monitor was refreshing, the image displayed would […]

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Program: Programming

Programming III

Programming III
So this week I have been reading up on DirectX, how it works, and the usage of 3D. I have found out how you should do a 3D game when it comes to render it. DirectX use a Front buffer and a back buffer, swapping between them, because of monitors not being able to refresh as fast as needed for real-time rendering. “If another model were rendered to the GPU while the monitor was refreshing, the image displayed would […]

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Program: Programming

Back to programming!

So I’ve not been programming much the past few months, and this Monday we got a wake-up call with a sudden contest; we were to make a program that compress an image and then decompress it to it’s original state. I came to the same conclusion as the others within a few minutes after looking at the image, break it down into blocks of identical pixels, check the next pixel with the previous to see if they match. Then count […]

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Program: Programming

Back to programming!

So I’ve not been programming much the past few months, and this Monday we got a wake-up call with a sudden contest; we were to make a program that compress an image and then decompress it to it’s original state. I came to the same conclusion as the others within a few minutes after looking at the image, break it down into blocks of identical pixels, check the next pixel with the previous to see if they match. Then count […]

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Program: Programming

Back to programming!

So I’ve not been programming much the past few months, and this Monday we got a wake-up call with a sudden contest; we were to make a program that compress an image and then decompress it to it’s original state. I came to the same conclusion as the others within a few minutes after looking at the image, break it down into blocks of identical pixels, check the next pixel with the previous to see if they match. Then count […]

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Program: Programming

Back to programming!

So I’ve not been programming much the past few months, and this Monday we got a wake-up call with a sudden contest; we were to make a program that compress an image and then decompress it to it’s original state. I came to the same conclusion as the others within a few minutes after looking at the image, break it down into blocks of identical pixels, check the next pixel with the previous to see if they match. Then count […]

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Program: Programming

Motion Capture for Games, Reflective Blog 01

This is my first report for the Motion Capture for Games course, which details use of motion capture in video games. In this post I’ve chosen to go through the Asssassin’s Creed franchise’s use of mocap for their animations.
Research for this report was difficult as many behind the scenes videos on the series are region blocked on their respective sites, but I have assembled as much general information as I could find.

The game I chose to research for this report […]

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Program: Graphics

Motion Capture for Games, Reflective Blog 01

This is my first report for the Motion Capture for Games course, which details use of motion capture in video games. In this post I’ve chosen to go through the Asssassin’s Creed franchise’s use of mocap for their animations.
Research for this report was difficult as many behind the scenes videos on the series are region blocked on their respective sites, but I have assembled as much general information as I could find.

The game I chose to research for this report […]

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Program: Graphics

Motion Capture for Games, Reflective Blog 01

This is my first report for the Motion Capture for Games course, which details use of motion capture in video games. In this post I’ve chosen to go through the Asssassin’s Creed franchise’s use of mocap for their animations.
Research for this report was difficult as many behind the scenes videos on the series are region blocked on their respective sites, but I have assembled as much general information as I could find.

The game I chose to research for this report […]

/ Comments Off on Motion Capture for Games, Reflective Blog 01
Program: Graphics

Motion Capture for Games, Reflective Blog 01

This is my first report for the Motion Capture for Games course, which details use of motion capture in video games. In this post I’ve chosen to go through the Asssassin’s Creed franchise’s use of mocap for their animations.
Research for this report was difficult as many behind the scenes videos on the series are region blocked on their respective sites, but I have assembled as much general information as I could find.

The game I chose to research for this report […]

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Program: Graphics

3D character modeling: Concepts

For assignment 3, we were given the task of finding concept art, or making your own to create a 3D model out of. What we did not know however, was that we would make concept trades when everyone had chosen and written a background on our characters.
This was the concept I found and wanted to create, but traded away to Oscar Mohlin, in the link, you’ll find his work on the concept.
The original creator of the concept is […]

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Program: Graphics

3D character modeling: Concepts

For assignment 3, we were given the task of finding concept art, or making your own to create a 3D model out of. What we did not know however, was that we would make concept trades when everyone had chosen and written a background on our characters.
This was the concept I found and wanted to create, but traded away to Oscar Mohlin, in the link, you’ll find his work on the concept.
The original creator of the concept is […]

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Program: Graphics

3D character modeling: Concepts

For assignment 3, we were given the task of finding concept art, or making your own to create a 3D model out of. What we did not know however, was that we would make concept trades when everyone had chosen and written a background on our characters.
This was the concept I found and wanted to create, but traded away to Oscar Mohlin, in the link, you’ll find his work on the concept.
The original creator of the concept is […]

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Program: Graphics

3D character modeling: Concepts

For assignment 3, we were given the task of finding concept art, or making your own to create a 3D model out of. What we did not know however, was that we would make concept trades when everyone had chosen and written a background on our characters.
This was the concept I found and wanted to create, but traded away to Oscar Mohlin, in the link, you’ll find his work on the concept.
The original creator of the concept is […]

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Program: Graphics