Its been long overdue but I’ve finally got around to updating my Portfolio website. I’ve added my final year project for download as well as all my module results for my degree. Theres some other minor changes dotted here and there too.
Theres much more to come soon, including more details of my latest venture as a self employed freelance developer, publishing mobile apps and games as BooDev.
Just a quick post. Its been a while since my last post but its been the busiest 5 months of my life and its finally starting to return to normal. Soon my Final Year Project will be up on my portfolio site but for now, here’s a short video of it in action. Its been written in C++ using DirectX 9. It’s an example of automatically updating a navigation mesh given a change in the world. More information coming soon.
Today, I launched three new projects on my portfolio page. They are all very different and I urge you to go and have a glance at them.
First up is the new feature on the homepage which is the 3D Graphics Demonstration. This implements various techniques such as Lighting, Bump Mapping and Object Deformation all done in HLSL (High Level Shader LAnguage)using the programmable pipeline. As I’ve said before, some simple tutorials will be heading in the direction of this blog to talk about the techniques used in the shader. If you want to go and grab the source code, you can. It’s all available here.
Next is a terrain demo which I decided to implement on the PS2 for a little bit of fun. Dealing with the different architecture of the PS2 was definitely a challenge, albeit a fun one! You might have trouble compiling it (Unless you have a PS2 linux kit) but the source code is available too. I’m very grateful to Dr. Henry Fortuna from The University of Abertay Dundee for his PS2 3D Application framework. The project page is here.
Lastly is an Artificial Intelligence engine which is able to track NPCs reputations and opinions about the player based on the players actions in the game world. Its a fun little demo that I created on top of the engine and whilst it doesn’t show off everything the engine is capable of (such as NPC’s moving to a different location), you can slap Mussolini or Dr Robotnik, whoever you hate more. Click here.
There you have it. Three new demo’s to look at and my portfolio finally shows my capabilities with 3D worlds which it was previously lacking in.
Three new applications which have just finished development will soon be up on my Portfolio page. These are:
- 3D Graphics example using DirectX and High Level Shader language. I may write-up some tutorials on HLSL soon for some common techniques.
- Terrain Generation example running on the Playstation 2. Good luck trying to compile this one without a PS2 Linux Kit! I’ll try my best to get a video capture of it though.
- An NPC Reputation Game Engine. You can slap Mussolini. What more do you want from a game engine?
And as a little sneak peak…heres the 3D Graphics example in action.
I’d just like to say happy Christmas to everyone. Hope you’ve all had a great day and enjoy the rest of the holiday.
Back to finishing my first semester assignments now!
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Another month, another book that I’m making my way through. Not only that, this is a well recommended read.
It’s a great guide to AI Game development and has helped me tremendously from basic to complex game AI. The code examples are also very good and written in C++. If C++ isn’t you thing though, the explanations are easily good enough to enable you to port this to the language of your choice.
Click here (Amazon)
I have found one problem though, the downloadable source code is corrupt. I have repaired the zip package and uploaded the code ( Buckland_SourceCode.zip ). Sorry if I’m breaking some sort of copyright law here, I’m just trying to help the masses. The downloadable binaries can be found here (as can the corrupt source code should you want it).
Whilst on my placement, I didn’t get chance to write any C++ so it was off to the library to find a book and get learning again. I decided I’d go right back to basics to make sure I didn’t miss anything and to reinforce what I already knew. I happened to stumble across a great book and felt I should share it with you.
Despite going right back to basics, I haven’t got bored with this book and I’ve managed to stick with it. Not only that, I’ve definitely picked up a few tips along the way that I never knew before.
All in all, this is a great book for people who want to start writing C++ or people, like me, who need to touch up on their skills and remind themselves of the fundamental principles of C++ again.
Title: Beginning Visual C++ 2010
Author: Ivor Horton
ISBN: 978-0-470-5088-0
Published by Wrox
1 2 3 4 5 6 7 8 9 10 11 12 | //Hello World! Example #include <iostream> using std::cout; using std::endl; int main() { cout << "Hello World!" << endl; return 0; } |
It’s about time I got around to doing this.
My blog hadn’t been touched for a couple of months and it was starting to feel pretty pointless, so I felt a reboot was necessary. There will be less about me and my life and more about development. I’ll be putting up tutorials, code snippets, geeky ponderings and possibly the odd post which has nothing to do with development.
For those wondering, it will mainly be C++ and C#, although there’s every chance some Java will slip in there if I head back to Android development. Feel free to comment on posts if you have any questions or need a hand, I’ll help the best I can.
Enjoy!




