mattbolt.blogspot.com
Game Development: August 2010
http://mattbolt.blogspot.com/2010_08_01_archive.html
Wednesday, August 25, 2010. Flex Logging Framework for C# (Silverlight Compatible). I've taken some time and created a logging framework in C# that is very similar (in fact, uses close to identical logic in some cases) to that of flex. It's super flexible and easy to use. You'll find the source at: http:/ github.com/mbolt35/OpenSource/tree/master/silverlight. The Bolt.AS3.Logging. Package contains the necessary classes/interfaces and logging targets. I've also created a very basic example here:. This lin...
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Game Development: After Two Years: AS3 Vector.<T> Review
http://mattbolt.blogspot.com/2012/04/as3-vector-vs-array.html
Sunday, April 22, 2012. After Two Years: AS3 Vector. T Review. Let me start off initially by saying that this post is pretty much a rant with examples. On a given day, I complain a lot, mostly about complainers (not including myself), objectively stupid people, or arrogant people/organizations who make stupid choices (the mythical programming unicorns to which all evil code emerges). Or here's a quick rundown:. Vector, let's write a static helper function that accepts a * parameter:. There's no type chec...
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Game Development: JavaRay Updates...
http://mattbolt.blogspot.com/2011/04/javaray-updates.html
Monday, April 25, 2011. Just committed a fairly large update which you can see/read here:. I did manage to fix the issue where reflections were showing up on all sides of a scene object:. Next, I'm going to be working on some new types of objects, lights, and externally loaded scenes. Feel free to fork the project and contribute: https:/ github.com/mbolt35/javaray. Subscribe to: Post Comments (Atom).
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Game Development: JavaRay: Spot Lights
http://mattbolt.blogspot.com/2011/05/javaray-spot-lights.html
Saturday, May 21, 2011. I've finally gathered enough time to starting writing some more JavaRay code, so I went ahead and finished the Spot Light implementation. Here's a scene with two planes, a specular sphere, and 3 spot lights:. The project is coming along quite nicely and it hasn't lost it's "fun" quality yet, but I'm looking for some ways to optimize. If you have some suggestions, drop me a line! Subscribe to: Post Comments (Atom).
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Game Development: September 2010
http://mattbolt.blogspot.com/2010_09_01_archive.html
Tuesday, September 7, 2010. Calling Methods/Properties using Strings in C#. One of my favorite things about C# is the strict typing. Strict typing forces the user to follow good design principles (most of the time). However, it does prevent you from being able to use "true" dynamic objects (Note: there are ways that you can use generics and operator overloading to create a "dynamic" object, but they will not be discussed here). And while you can always use the dynamic. Which contains the "token". Isn't g...
mattbolt.blogspot.com
Game Development: C++11 Variadic Templates
http://mattbolt.blogspot.com/2014/04/c11-variadic-templates.html
Sunday, April 13, 2014. C 11 Variadic Templates. In recent news, I've been revisiting my programming roots and tinkering with some of the latest C 11 has to offer. There are many new awesome. Features, including variadic templates. These templates give you the ability to define an arbitrary list of types in your template parameters. This removes the need to define N template parameters using specialization. Consider the following naive example tcontainer:. Syntax. Here is a very basic example:. Personall...
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Game Development: November 2012
http://mattbolt.blogspot.com/2012_11_01_archive.html
Thursday, November 1, 2012. A Heap of Voxels. I'm a little late to the Voxel engine party, and it may not be the "cool" thing to do anymore, but it's definitely an interesting topic, so perhaps there is still some buzz floating around. I've been playing around with procedural mesh generation in Unity3D and thought I'd have a go at building a little Voxel "engine." I will make references to MineCraft (how could I not? But consider claims relative to C#, Mono, and Unity3D; not Java. Thread it to Death.
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Game Development: JavaRay: Ray Tracing in Java
http://mattbolt.blogspot.com/2011/04/javaray-ray-tracing-in-java.html
Sunday, April 17, 2011. JavaRay: Ray Tracing in Java. I've been tinkering around lately with Java, and trying to catch up on the last 8 years I've missed. I was first introduced to Java in 2002 at UNC-CH, but it was nothing like the Java today. I thought re-writing this project in Java would be fun, so I started working on it this weekend, and here's what I have so far:. It supports both ambient and diffuse lighting. I plan on adding:. It should only be the objects between the sphere and eye point. L...
mattbolt.blogspot.com
Game Development: January 2011
http://mattbolt.blogspot.com/2011_01_01_archive.html
Wednesday, January 19, 2011. So, I decided to pick up the old Les Paul during my lunch break today - Surprisingly, I can still play. kinda. Subscribe to: Posts (Atom).