Posts Tagged ‘ gameDev ’
two friends of mine and i developed a racing game. the big difference to all the other racing games is, that there is no defined track. everything is procedural. which leads to the effect that there are always new game situations, because you can’t know where the track is going to. the overall experience is [ READ MORE ]
in our course GamePhysics we’ve done a demo for a softbody using openFrameworks. [ READ MORE ]
it was quite a struggle to get it running on my mac and xcode. but here it is, my first mac.ogre app. topics: - materials - keyboard handling - collision detection - shadows - skydome download source [ READ MORE ]
the ogre3d engine was the first one of its kind i got my hands on this far. so these are my first steps… topics: - node system - lighting (ambient; directional) - animation download source [ READ MORE ]
added a motion blur and a flag effect to my existing asteroids. - flag effect is achieved with a grid an a texture mapped on it - motion blur via frame buffer object and a declining alpha channel download source [ READ MORE ]
the next task for my GameDevelopment lecture was to create a small asteroids clone. this is how it looks. topics: - asset manager - state manager - stl list and vector download Xcode project [ READ MORE ]
this is the first outcome of a gameDevelopment assignment i took at my university. - mySprite class was written - ship animation - collision detection download source [ READ MORE ]