(Thanks for the link, Jakub)
Monday, 15 November 2010
Tuesday, 9 February 2010
GPU Programming Project 1 – Kodachrome
Posted on 00:08 by Unknown
The objective for this project was to process a stream of images captured from the webcam, and apply a set of vertex, fragment and geometry shaders to achieve different visual effects. The shaders had to be written using the OpenGL Shading Language (GLSL). My application made use of the OpenCV library for the webcam capture part. OpenCV has also been used to integrate face recognition support into one of the shaders. Go To The Project Page
Tuesday, 19 January 2010
How to Prototype a Game in Under 7 Days: Tips and Tricks from 4 Grad Students Who Made Over 50 Games in 1 Semester
Posted on 20:44 by Unknown
Some days ago I stumbled upon an interesting article on rapid game prototyping. Read the original article here.
Some of the guidelines these guys suggest are applicable only to small game projects, but others are way more general. This article is a very good read for anyone wanting to start developing their own games.
Thursday, 7 January 2010
Edanarion source code released
Posted on 03:07 by Unknown
Since I won’t be able to go on working on Edanarion, I decided to release the entire source code of the game server and client, plus all of the current game data.
The game server and clients are working right now, and a couple areas are included in the game data. The gameplay code is not complete, but the code can be used as a good starting point for anyone wanting to build a multiplayer, flash based game for the browser.
Here are some of the features currently supported by Edanarion:
The game server and clients are working right now, and a couple areas are included in the game data. The gameplay code is not complete, but the code can be used as a good starting point for anyone wanting to build a multiplayer, flash based game for the browser.
Here are some of the features currently supported by Edanarion:
- Multiple area support.
- In-client area builder.
- HTTP-based communication protocol (game works through firewalls)
- Completely data-driven design.
- Scriptable AI and dialog support for non-playing characters.
- Inventory support
- Customizable characters (both appearance on character creation, and dynamic customization with dresses / weapons)
- Basic fighting
- Pathfinding support.
- Extensible server control console.
- Unified, command-based communication and management system: player actions, as well as server administration, is managed through command messages: command availability is filtered through privilege levels given to user accounts.
The server code runs on Windows, Linux and MacOS (using Mono).
Read more about the project and download the source code Here
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