Tags » OpenGL

The BountyHunter Game

Hey Folks :)

Continuing writing from my last post, where I talked about the Entity-Component-System (ECS) design pattern. Now I want to show you how to actually use it to build a game with it. 824 more words

My virtual reality world

‘I have come to hate my devices,’ the vicar said.

My eyes squinted. ‘You mean vices,’ I clarified.

No no. The vicar was referring to his alarm clock. 359 more words

Technology

hikari - New Material System

The next step in building hikari’s terrain system is proper material handling. In order to do so, I need to completely revamp the material system. This is going to be extensive enough to earn its own post. 1,496 more words

Programming

hikari - Terrain Mesh Generation

Continuing on from the last post, I have implemented the basic mesh generation for heightmapped terrain. This was probably the easiest part, but did require some cleanup of existing code first. 1,657 more words

Programming

FMOD event with C++

‘Life is like a hose,’ the wise old man said, ‘You can’t get water out unless you put water in.’

I nodded at his sage advice. 808 more words

Technology

Rewriting the renderer for Cathedral

So. Slack is down, which means I can’t actually talk to my team mates right now. It’s 01:18 AM, and I’m sipping on a nice Nikka whisky after just solving a really stupid and annoying bug. 1,260 more words

Gamedev

Physia2D: Week 9

To get to know more about this project, please check the Week 1 article where I introduce this project.

During Week 9, my main focus was to make torque work for Polygon vs Polygon. 285 more words

C++