I recently took the plunge and upgraded to Windows 8, primarily so that I can develop an App for the soon-to-be-launched Windows Store. I’m going to be using C++/CX and DirectX 11 (and probably XAML) with Visual Studio 2012 as … Read More
The Pomodoro Technique is a time management strategy that was designed by Francesco Cirillo in the 1980s to boost productivity. According to the technique’s official website it is now practised by “professional teams and individuals around the world.” It’s simple, … Read More
How’s that for a grandiose title, eh? Hopefully it’s not an entirely unassailable goal for the following blog post, though. At the time of writing I am approximately halfway through a yearlong software internship at Rare where I’ve been working … Read More
Unbeknownst to me ’till recently, Google provides an excellent (and free) introductory class for learning Python, which you can find right here. I found the link via Reddit and decided that after a solid week of reaping the benefits of … Read More
Since my last update Escape from Alcatraz update I have implemented rudimentary conversation and inventory systems, both of which make exclusive use of Flash and Scaleform for their visual components.
As part of my Introduction to 3D Graphics Programming module on the second year of Computer Games Programming at Derby University I am developing a 3D software renderer using C++. At its core the renderer’s purpose is to take a … Read More
It’s been a few weeks since my last Escape from Alcatraz update, during which time I have implemented a camera system based on multiple fixed cameras, and point-and-click movement with navigation mesh pathfinding.
The second year of Computer Games Programming at Derby University has begun, and as part of my Game Development Techniques module I am developing a point-and-click adventure game using the Unreal Development Kit (UDK) and Unreal Engine 3. The game, … Read More
A big part of the Alien Swarm mod I’m working on is spawning aliens so that they attack in massive waves, rather than in response to triggers set off by the player. Luckily for me, the game’s SDK already includes … Read More
Alien Swarm assets including models are all packaged into VPK (“Valve Pak”) files and cannot be accessed manually unless they are extracted with a tool such as Gibbed’s VPK Extractor. Packaged models should be viewable with the Model Viewer but … Read More