date_range 19/10/2012 21:27

While posts with pictures are naturally more interesting, I decided to post a little experience post, since it’ll unfortunately be a while before I can show anything interesting that isn’t held under an NDA of some sort. While I’ve (hopefully) only got around 6 weeks of study left, I think it’s save to say it’s actually taught me a thing or two. I chose to talk about optimisations since it’s been rather crucial in my latest escapade, particularly so with a PC project, but I blame the other programmer. It’s only natural for programmers to do so, besides our badly maintained...


date_range 07/10/2012 17:42


date_range 11/09/2012 19:15

It’s been quite a while since I’ve posted anything due to my absence. The website is now running from the ‘.com’ domain primarily, and has had several upgrades, both hardware and software based to make this a pleasant browsing experience for everyone. The site now uses CloudFire for decent content delivery and site protection, yay! I’m still working on the same project as my last post from several months ago, and fortunately that has advanced quite a bit. While graphically there isn’t much to look at yet it’s nearing its final stages, and I will attempt to post some proper...

Using Unity as a Level Editor

date_range 19/05/2012 02:20

Having another trimester of QANTM behind me, I’m now beginning work on a 24-week group project. There’s a fair amount of work to be done, and after some brainstorming we’ve decided to use Ogre. As 2/3 of the dev team aren’t programmers, I’m tasking myself with giving them easy access to adding to the game. This is where Unity comes in. Unity is flexible and it’s very easy to use to come up with something within its editor. The editor itself is also very flexible and allows for a lot of access to the tools and the C# Mono framework....


date_range 29/04/2012 23:10

Path Finding – Maze Project

date_range 20/04/2012 17:15

Development Using the previous bot from the first assessment as base, I began to expand on it by developing a separate navigation class that handled the path-finding. The bot provides a start and end position consisting of the bot position as well as the bot found via the sensor data and the navigation class calculates this class, providing an array of nodes to travel to which form the final path that the bot takes. The navigation system performs three steps to initialise the node network. The Path-Finding Upon initialisation, the first step to creating the path is performed by the...


date_range 29/03/2012 19:14

The past few weeks have been quite interesting. My Uni has moved  the campus to a different building, and at some point I did some actual work on assessment items. Primarily a networking item. The goal – produce a networked chat client that uses a 3D engine. Not much is asked, but as someone with no experience whatsoever in networking it was an interesting learning process. Nevertheless I came up with a reasonably stylish chat-client that had an interesting combination of features. A simple smokey particle engine puffs in the background as the server list greets you at start up....

Funky Patterns

date_range 14/02/2012 22:52

Some interesting patterns I came up creating bullets in my doomed purposeless space shooter. At this point it crashed, but performance was still great!

Second year of QANTM

date_range 13/02/2012 16:02

So I found out some interesting things today at QANTM. Firstly the entire campus is moving in less than five weeks and somehow I was never informed but ah well. Secondly, the course I had today, ‘Managing New Media Projects’, involves an entire tutorial group which in my case consists of 28 people working together to develop a simple game. The purpose of this course is not the actual end product but the process of project management. In both cases of this and the actual project, it appears that out of all 28 people, I’m the only programmer. Oh ****....

The start of the untitled space thingy

date_range 11/02/2012 23:16

Over the past two days I’ve made my little SFML & TinyXML powered project. Today I implemented input, which in the case of SFML already having an input system all I needed to do was forward the hooks to the game entities in my entity manager. Right now it isn’t much; quite literally just some simple sprites on the screen, but the actual core mechanics are more or less done. I’ve made a short and fairly meaningless recording of XML configs that at this point pretty much determine all the content in the game, and it will most likely stay...