Blog on a student at the University of Derby
Here are a couple of photos of some of the work I am doing now, Advanced 3D Graphics, in which I am looking into Shaders and Effects, aswell as AI, where I am working in a group of 6 to learn and implement AI techniques in a 3D environment.
I have decided to do my dissertation topic on ‘Games As A Tool For Learning’ and will keep you posted on the progress!
It’s been a long time! I have started my final year at University now, almost at the finishing line! it seems I forgot to upload photos from Gamescom 2010. Unfortunately they are no where to be seen, however, since my last post I have been again! here are a few photos from Gamescom 2011.
In a week and a bit, me and another friend on my course will be heading off to Cologne in Germany to visit Gamescon!
Gamescom is “The largest trade fair and event highlight for interactive games and entertainment” and i’m super excited for it! i’ll be sure to take some pictures of my escapade, and will post them on here!
If you havn’t heard of gamescon, check out this video:
I have decided to put up the whole solution for my DirectX 9 terrain demo that I made, so you can browse through my code and build it as you wish. I have also made a few changes to it since the last time I uploaded it, such as adding a factory to clean up the code.
You can download the solution here.
(Just a reminder you will need a Xbox360 controller to use this program.)
My final project was to make a cross platform demo that would work for both the PSP and PC.
As the idea was to encapsulate and share as much code as possible, I decided it would be appropriate to split each component of the program (i.e. the initialisation manager, the cube data, and the brains of the application) into three separate classes.
I also used ifdefs in shared classes, to know what to include at compile time.
Below are the results of what I managed to accomplish.
PSP Demo
DirectX Demo
This was my final hand in of my Interactive 3D Graphics Programming module. I managed to implement the following features with this terrain demo:
Applied Games Development complete!
All together I think it has gone really well,and was happy with the team I was in. As-well as learning about the gamebryo engine, I believe this module has been invaluable in gaining me the much needed experience with C++ techniques.
Here is some shots of the final game, and hope to get a video up soon.
So here is my simple Java2ME game. To be honest, I was quite reluctant to put it up. However, if anything, it shows that I am competent with J2ME and MIDLETs, so it’s worth putting up.
Note that there is actually sound, and be warned; the art I did do myself.
Only 2 weeks to go now, so I thought I would show you were I have got from last time.
Here are a few screen shots of my Direct X terrain engine. There are a few notable changes from the last time is showed it too you. These include:
My AGD Team (Blue Bottle Studios) handed in our Alpha for our Gamebryo game, in which I am very happy with the progress made so far.
Currently we have implemented:
Let me explain the Pollen Ring system a bit. In our game, pollen is used as a substitute for fuel (seeing as Bees don’t run on unleaded!), it is essential for the Bee to have pollen in order to move, if the Bee has no pollen, it will not move. However, if the Bee has lots of pollen, the Bee will be vastly slowed down, where as if the Bee has little pollen, then the Bee will be quicker, it is up to the player to tactically decide how to distribute it’s pollen, before going through the Pollen ring, which awards 50 pollen.
Our final hand in is due in a month or so, and will post on any major updates!