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One of things that I've been working on is integrating my shopping cart with Paypal's Standard Checkout . It's fairly simple to build a form and send the customer on his or her way to the paypal checkout. But I want the user and the checkout data to be sent back to my site after the payment is fina…
Every morning I would get up and make a fresh pot of coffee. As I sipped my cup I'd sit on my couch and stare out the window to where my favorite tree grew. This was a very special tree to me. A few years ago it was struck by lightning. Mike, the owner of our property, saw hope in it and decided to…
Completed a 2nd revision of my personal page. I condensed several pages to one and removed commenting on all but the photos page. Visitors can now view source online and stare at movies of the primary projects. It's straightforward.
http://www.neilkemp.us
Working hard to complete my 3rd revision of t…
http://www.neilkemp.us
Working hard to complete my 3rd revision of t…
The KaBa animations are inside of large bitmap files. I needed a fast way to extract (crop out) the animations and place them inside of uncompressed AVI movies for easy storage and import into flash.
I created a command line tool that executes a lua script. Functions are exposed to lua for the purpo…
I created a command line tool that executes a lua script. Functions are exposed to lua for the purpo…
I'm converting previously rendered bitmap animations to .avi files for flash. It's really boring and I'm having a hard time getting through it. The process is rather tedious since I'm building these by hand, frame by frame.
When I made the last version of this game I wrote a simple tool to process …
When I made the last version of this game I wrote a simple tool to process …
Hi everyone. I haven't been very active in this journal for some time so I'll try to get you all up to speed.
- I'm still rebuilding my OET website so that I can sell 3D models and software directly through it. I'm using php, mySQL, flash (for the header) and am integrating 2checkout and paypal for tr…
I've just finished a first draft of my site's back end design. I'm using dia for the drawing. I'll be able to sell my models, etc. directly through this site thus cutting out the middle man and passing (some of) the savings on to the customer. (Christ! I'm starting to sound like a vacuum cleaner sa…
Those of you that read this journal are aware that I recently took a position with a game company in southern California. I guess it's time to let you all know that I'm no longer working or living there and have come back to Michigan. I suppose there are a lot of reasons why I left that job but mos…
I was just minding my own business drinking some beer(s) and playing pool at the company Christmas party when out of no where people start saying, "Neil! Neil!". Next thing I know I'm being ushered in front of a group of my coworkers and handed a brand spanking new DS. I was like, "What!? No XBox 3…
I've got one full week of work behind me. It's challenging but it's fun and I'm sure I can do the work. Everyone at Supervillain is totally cool. I can't believe I'm lucky enough to work for these guys. I can't say much about the specifics of what I'm doing but I can generalize and tell you that I'…
I'm now living in Huntington Beach, CA. in an apartment about a mile from the beach. It's a nice place to live from what I've seen but it's not that fun to be away from my wife and son. They should be on their way out soon though ( a couple of months [crying] ).
Before the drive out here I started w…
Before the drive out here I started w…
I recently flew out to Orange County California to take part in a job interview with SuperVillain Studios. The job I interviewed for was Tools Programmer. They made me a good offer and I accepted it. YESSSS!!! [smile]
I'm packing up my stuff and getting ready for a long road trip. My first day is le…
I'm packing up my stuff and getting ready for a long road trip. My first day is le…
What's up fellow gamedev.netersez!?? Oh yeah I guess I could read your journals to find out that much. Unless there's something you'd like to share just in my journal...
The usual...
I wrote a max importer in C++ for my DE static models. I also wrote a little script to build brick walls in max. Could…
The usual...
I wrote a max importer in C++ for my DE static models. I also wrote a little script to build brick walls in max. Could…
I hope you didn't think I was being lazy...
Because I haven't been. [smile] It doesn't look like I'll get to the witch game before Halloween so maybe we'll try for next year with that project. If you haven't been following then look at the previous entry. I created a dynamic 3rd person camera system…
Because I haven't been. [smile] It doesn't look like I'll get to the witch game before Halloween so maybe we'll try for next year with that project. If you haven't been following then look at the previous entry. I created a dynamic 3rd person camera system…
A more cinematic experience...
I've finally implemented the trigger based camera system. All cameras and triggers are created and exported from a Max tool. The exported (xml) data is loaded by the game level object. The level object holds a list of scene objects each of which has a unique scene came…
I've finally implemented the trigger based camera system. All cameras and triggers are created and exported from a Max tool. The exported (xml) data is loaded by the game level object. The level object holds a list of scene objects each of which has a unique scene came…
I've created and gathered together bits of graphics for a little game I'd like to create for Halloween. I'll make it for the PocketPC but will also release the PC version of it. Some day or night real soon I'll sit down and not get up until it's a working game.
Witch flies around and throws pumpkin…
Witch flies around and throws pumpkin…
2D light shader...
I've recently discovered the PocketFrog and PocketHal libraries for developing games and graphics on mobile devices. One thing that caught my eye was the ability to create per pixel shaders using C style structs. So I wrote an example application demonstrating a per pixel light sh…
I've recently discovered the PocketFrog and PocketHal libraries for developing games and graphics on mobile devices. One thing that caught my eye was the ability to create per pixel shaders using C style structs. So I wrote an example application demonstrating a per pixel light sh…
I've been busy. My wife and I had our 4th anniversary on the 15th and it's been a blur ever since. Love you Christi!
A new name for my game...
Mirror World. It's got a story line too but I'll tell that some other time when I get closer to releasing the pre-alpha demo. I'm definitely planning on gett…
A new name for my game...
Mirror World. It's got a story line too but I'll tell that some other time when I get closer to releasing the pre-alpha demo. I'm definitely planning on gett…
- A set of tutorials on SSE
- My game's camera system
- A new journal game with prizes
- New models I've made
For now though you'll just have to wait and hope I live through the weekend. [smile]
Link
As every good architect knows you should never build your house upon the bland. And so I've developed a rock-solid and exciting framework for my Ogre applications. I created base application and frame listener classes then derived test sub classes. I then customized the OgreCore material and overla…
I'm no longer developing my engine. I may attempt to salvage bits and pieces of it... but for the most part it's dead. * Takes a drink *
Time to start over... I can already hear John H. groaning about engine development, etc. But this time I'm doing it with a pre built system so it's like starting …
Time to start over... I can already hear John H. groaning about engine development, etc. But this time I'm doing it with a pre built system so it's like starting …
The tweaking...
Not much to say. As mentioned by John Hattan the troll looked as though it had very little mass and floated when in the air. Two things were causing this. The gravity constant was somewhat modified by frame rate and the current values weren't realistic. So I found solutions to those…
Not much to say. As mentioned by John Hattan the troll looked as though it had very little mass and floated when in the air. Two things were causing this. The gravity constant was somewhat modified by frame rate and the current values weren't realistic. So I found solutions to those…
Speed up the level creation...
As mentioned in my previous post, I'm considering using 3ds Max as a world editor for this new game type thingy I'm working on. One of the nastiest things to do manually is to place "gems" throughout the levels. So I opened up the MaxScript editor and began plugging aw…
As mentioned in my previous post, I'm considering using 3ds Max as a world editor for this new game type thingy I'm working on. One of the nastiest things to do manually is to place "gems" throughout the levels. So I opened up the MaxScript editor and began plugging aw…
I'm still working on the game engine which is very much based on the Lego Star Wars engine. It's quite refreshing to work on an actual game for once. [smile]
CONGRATULATIONS to me! With this post I'll have had 10,000 visits. The 4 people that read this can give themselves a pat on the back. [cool]
W…
CONGRATULATIONS to me! With this post I'll have had 10,000 visits. The 4 people that read this can give themselves a pat on the back. [cool]
W…
The big rip-off...
The game-play / engine that I've been trying to mimic is found in that most wonderful game, Lego Star Wars. What a fun game. There is so much I like about this game I just don't know where to start. Go play it if you haven't already.
So far I've done basic character movements and s…
The game-play / engine that I've been trying to mimic is found in that most wonderful game, Lego Star Wars. What a fun game. There is so much I like about this game I just don't know where to start. Go play it if you haven't already.
So far I've done basic character movements and s…
Added character controls to jump and then do a second flip jump when in the air today. Looks and handles really cool!
I'm storing my level as an ID3DXMesh and I'm trying to think of the best way to check collision with it. I could cast a series of rays, tested with D3DX, vertically in front of the c…
I'm storing my level as an ID3DXMesh and I'm trying to think of the best way to check collision with it. I could cast a series of rays, tested with D3DX, vertically in front of the c…
What a game...
After I got back from my vacation I played a game. I mean I really played this game. It's been so long since I've actually enjoyed playing. But this game was just so awesome that I couldn't stop. With most games I usually end up walking around trying to figure out how elements of the …
After I got back from my vacation I played a game. I mean I really played this game. It's been so long since I've actually enjoyed playing. But this game was just so awesome that I couldn't stop. With most games I usually end up walking around trying to figure out how elements of the …
I'm back from vacation. It was good for me. No programming for over a week!!!
I added the Tiny XML classes to my engine. I'll be needing XML support for map and camera setup real soon. You'll see. I've been inspired.
I've added a new css layout to this journal page. I basically ripped Laz off. Thanks…
I added the Tiny XML classes to my engine. I'll be needing XML support for map and camera setup real soon. You'll see. I've been inspired.
I've added a new css layout to this journal page. I basically ripped Laz off. Thanks…
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