xnahex.blogspot.com
xnaHEX: October 2010
http://xnahex.blogspot.com/2010_10_01_archive.html
Thursday, 28 October 2010. The Farseer Physics Engine. A physics engine I looked into in the past is the farseer 2D engine. It has recently gotten to its 3.0 stable release, making it even better than it used to be! Why aren't I using this for my game you ask? Well, good question - as my experince with it before was definately positive! Aaaaand its made for XNA :O. However, this is a learning experience and saying I simply plugged someone else's code in isn't gonna do any good! Monday, 25 October 2010.
xnahex.blogspot.com
xnaHEX: Windows Phone 7 Development: A Test Project
http://xnahex.blogspot.com/2010/11/windows-phone-7-development-test.html
Thursday, 4 November 2010. Windows Phone 7 Development: A Test Project. Since it will be a big part of my project eventually, I figured I would get a head start on understanding how to work with Visual Studio 2010 and Silverlight to create applications for the new Windows Phone 7 platform. I was actually easier than I thought, reminded me a lot of the old Visual Basic days, though with loads more graphical flair and less gray! I decided to make something slightly random a Binary Clock. Using Timers @ WP7:.
xnahex.blogspot.com
xnaHEX: Silverlight my way?
http://xnahex.blogspot.com/2010/11/silverlight-my-way.html
Tuesday, 2 November 2010. As part of the project will be exploring cross platform work, Silverlight seems like a well suited option for some phone development! Currently considering doing a monitoring, or registration app to go along with the game, but so far I'm just reading up on it and gathering some information! I found a good start video here if anyone is interested: Getting Started With Silverlight for Windows Phone. Anyone know of any other good tutorials I should check out let me know!
xnahex.blogspot.com
xnaHEX: Starting off with the basics!
http://xnahex.blogspot.com/2010/10/starting-off-with-basics.html
Thursday, 21 October 2010. Starting off with the basics! The game I'm gonna be making for my project is a relatively simple platform game. However, before the design of the game can commence I'm putting some groundwork into the engine that runs everything behind the scene. From previous work I have made some observations that I will be sticking too:. Forget graphics, that comes last! The feel of the game is everything, i.e. the core mechanics must be the first that works. First step: Simple Rendering.
xnahex.blogspot.com
xnaHEX: Book: Game Physics Engine Development
http://xnahex.blogspot.com/2010/10/book-game-physics-engine-development.html
Friday, 22 October 2010. Book: Game Physics Engine Development. One of the things that has struck me in previous developments, is that having a solid working game environment that reacts naturally will always be preferable to a hard-coded approach to everything. Thus I have decided that one of the backbones of the game engine will be some solid physics, to handle movement, jumping, friction, collisions, etc. Game Physics Engine Development. Amazon Link: Game Physics Engine Development.
xnahex.blogspot.com
xnaHEX: The Farseer Physics Engine
http://xnahex.blogspot.com/2010/10/farseer-physics-engine.html
Thursday, 28 October 2010. The Farseer Physics Engine. A physics engine I looked into in the past is the farseer 2D engine. It has recently gotten to its 3.0 stable release, making it even better than it used to be! Why aren't I using this for my game you ask? Well, good question - as my experince with it before was definately positive! Aaaaand its made for XNA :O. However, this is a learning experience and saying I simply plugged someone else's code in isn't gonna do any good! The Farseer Physics Engine.
xnahex.blogspot.com
xnaHEX: November 2010
http://xnahex.blogspot.com/2010_11_01_archive.html
Thursday, 4 November 2010. Windows Phone 7 Development: A Test Project. Since it will be a big part of my project eventually, I figured I would get a head start on understanding how to work with Visual Studio 2010 and Silverlight to create applications for the new Windows Phone 7 platform. I was actually easier than I thought, reminded me a lot of the old Visual Basic days, though with loads more graphical flair and less gray! I decided to make something slightly random a Binary Clock. Using Timers @ WP7:.
xnahex.blogspot.com
xnaHEX: Opening the doors...
http://xnahex.blogspot.com/2010/10/opening-doors.html
Tuesday, 19 October 2010. As part of doing a side-along project using XNA I thought I would keep this blog, both as a resource library for myself, listing all the good tutorials, tips and ideas I find - but also to perhaps be a help for anyone else who is thinking of starting there own game development project! Anything you were looking for specically or if you have any good links you think I should take a look at, drop me a line! Subscribe to: Post Comments (Atom). There was an error in this gadget.
xnahex.blogspot.com
xnaHEX: XNA Resources
http://xnahex.blogspot.com/p/xna-resources.html
A repository of all the good links I have encountered, be it a good blog post, a comment on a forum somewhere or an actual resource or tutorial. Physics Game Engine Design. By Ian Millington - 4/5 - Great introduction to game physics coding, math behind it. A comprehensieve 2D physics engine with a lot of documentation to get you started. Subscribe to: Posts (Atom). There was an error in this gadget. Windows Phone 7 Development: A Test Project.
xnahex.blogspot.com
xnaHEX: Implementing Particle Physics
http://xnahex.blogspot.com/2010/10/implementing-particle-physics.html
Monday, 25 October 2010. Been using what little time I had over the weekend and today to write more on the particle physics engine. So far the basic particles and the following number of springs have been implemented:. The last one in particular gave me some new ideas for the game itself - hopefully using these actual physical constraints will add a great level of replayability to the game, or at least make it appear and play more interestingly. Subscribe to: Post Comments (Atom).