I'm not dead, I've been working on many other things and did not spend much time doing the iPhone programming.
I have attached a new image of a side by side comparison so far, one on the mac and also one within windows IDE. I know it's not much, but I will get better screens shots when I've got a better game/app to show.
I implemented extra features within the framework aswell, so the framework has been extended and modified quite a bit.
Sunday, 5 December 2010
Sunday, 24 October 2010
Deferred Rendering Example
I've creted a new deferred rendering example video on youtube.
Deferrred Rendering Example
It is not iPhone, it's just another example of things I've been working on for the fun of it, It still needs textureing up and I've got to get the collision meshes in for the physics system but it's a start. I had to add extra lighting information to my exporter so the lights get exported from Max and brought in to the engine as deferred lights (So automatically get set up). I've yet to sort out the specular or normal mapped side of the Deferred rendering, maybe next, who knows. That and finishing my iPhone projects.
Deferrred Rendering Example
It is not iPhone, it's just another example of things I've been working on for the fun of it, It still needs textureing up and I've got to get the collision meshes in for the physics system but it's a start. I had to add extra lighting information to my exporter so the lights get exported from Max and brought in to the engine as deferred lights (So automatically get set up). I've yet to sort out the specular or normal mapped side of the Deferred rendering, maybe next, who knows. That and finishing my iPhone projects.
Sunday, 10 October 2010
Yet another update
This update just shows off the bottom panel more than anything else, there has been lots of other work within the project. An extra 2 vehicles have been added with different characteristics, towers are now upgradable and sellable. There is also multiple start and end points.
Like i said above, it's mainly background programming and tidying up, I'm now connecting the nodes to the tiles so I can build mutiple layered tiles up, this can give me graphics over the top of the main scenery, so I can have bridges and stuff like that.
Another YouTube Video
http://www.youtube.com/watch?v=GBB8oU1HxG4
Like i said above, it's mainly background programming and tidying up, I'm now connecting the nodes to the tiles so I can build mutiple layered tiles up, this can give me graphics over the top of the main scenery, so I can have bridges and stuff like that.
Another YouTube Video
http://www.youtube.com/watch?v=GBB8oU1HxG4
Sunday, 26 September 2010
More Turrets
I have added lots of new features into the TowerDefence game, there are 3 different types of turrets now. Everyting has been moved into tables (just makes adding anything easier), projectiles and damage have been added, path finding has been modified so the vehicles will modify there path if it has been blocked. So as you can tell lots of things have been going on.
You can now destroy the vehicles that go round the course.
Lots of litle bugs and features added in the game and framework.
Just got to finish this project now!
YouTube video of latest (Quality not that good)
http://www.youtube.com/watch?v=iq6BUBmpJkA
You can now destroy the vehicles that go round the course.
Lots of litle bugs and features added in the game and framework.
Just got to finish this project now!
YouTube video of latest (Quality not that good)
http://www.youtube.com/watch?v=iq6BUBmpJkA
Friday, 17 September 2010
Other Work
As I said in my title above I have other bits of programming that I'm messing around with, below are a few links of the Tower Defence game and also some other videos of projects I've been working on.
[ YouTube Videos ]
Tower Defence
Gamemaker Drag And Drop
Gamemaker Reels
I may get some screenshots of other bits of projects just to see what people think.
[ YouTube Videos ]
Tower Defence
Gamemaker Drag And Drop
Gamemaker Reels
I may get some screenshots of other bits of projects just to see what people think.
Wednesday, 15 September 2010
A bit further with paths
Here is a bit more of the path finding, I've used navgraph for the moment, I know I could have A* but in the future if it goes 3D it will make it easier to do.
I've got the tanks appearing and moving around the map. The red circles are the danger zones (not used yet!) more guns are concentrated in that area, so the vehicles will try and find a way round.
I've now got a font system roughly working in the framework aswell, so happy days so far. I'm going to use the navgraph style pathfinding for the other game aswell just makes it easier.
I've got the tanks appearing and moving around the map. The red circles are the danger zones (not used yet!) more guns are concentrated in that area, so the vehicles will try and find a way round.
I've now got a font system roughly working in the framework aswell, so happy days so far. I'm going to use the navgraph style pathfinding for the other game aswell just makes it easier.
Saturday, 28 August 2010
Little Update
Just to let you know, I've got edge paths working correctly now as well as level, scores and various internal states. You can also play audio in the windows framework using OpenAL. Also within the framework I've got the particle systems working and minor fixes within the asset manager.
So although no graphics changes yet it is still going strong..
So although no graphics changes yet it is still going strong..
Wednesday, 18 August 2010
iPhone Game Update
This is another update for the iPhone game I'm currently writing. It now has extra path finding for edges, levels, score and minimal bonuses.
Hopefully next I will try and get sound support and proper path finding in.
On another note I have updated the images section on my website "www.wperry.co.uk" with lots of images including 3D renderings and old C++ code samples, and Apocalyptica screenshots, that is the game I worked on that was released by Konami.
Hopefully next I will try and get sound support and proper path finding in.
On another note I have updated the images section on my website "www.wperry.co.uk" with lots of images including 3D renderings and old C++ code samples, and Apocalyptica screenshots, that is the game I worked on that was released by Konami.
Thursday, 12 August 2010
iPhone Update
Saturday, 7 August 2010
YouTube videos and Website
I have a few you tube videos of my work, and they can be found here:
Room that has various special effects, including deferred rendering, ssao and texture distortion.
Particle system - 100 Lights
Parallax Normal mapping
Large Texture Distortion using the normal map to modify the UV's in a post process pass.
Lights in a bowl, Deferred rendering with SSAO and Bullet physics.
My website can be visited here:
www.wperry.co.uk
Room that has various special effects, including deferred rendering, ssao and texture distortion.
Particle system - 100 Lights
Parallax Normal mapping
Large Texture Distortion using the normal map to modify the UV's in a post process pass.
Lights in a bowl, Deferred rendering with SSAO and Bullet physics.
My website can be visited here:
www.wperry.co.uk
Creation
Well I'm finally into the 21st centary, I've created a blog to follow my exploits in the realms of programming.
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