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Showing posts from May, 2012

3D Game Engine Using DirectX11 (C++)

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This piece of work is what I’m most proud of this semester; it is also one of the projects I had the most fun working on; and because of that, I am currently building upon it and plan to continue over the summer. This is the first time I have ever used a 3D engine, or attempted building my own framework. Framework The engine uses a scene graph to handle the objects in the scene; once the user creates one of the nodes and adds it to the graph, the Initialisation, Updating and Rendering is handled in the underlying framework. I tried to make it so that the user would be able to simply add something to the scene, whilst maintaining as much control as possible. The user is able to create and add a node using 2 lines of code; this then adds the object to the scene graph and everything is handled in the under lying code, the result of this code would load, update and render that object onto the window. The Renderer is what I’ve used as the main DirectX interface...

Playing with Particles on the PSP

Unfortunately I have been unabled to get pictures of the programs so far; however I am still currently trying to get some video capture of them done. Billboard Particle System (PSP) This was a follow up from a previous module where we created a 3D scene on the PSP (which can be found here). Once again this program was written in C, using Sony’s PSP development kits. The module specification only required us to display bill boarded textured particles, and then it allowed us to do what we wanted in terms of scene. Due to problems, I had to start this assignment later than what I wanted and it only allowed me 4 days to work on both this and a benchmarking tool. The billboarding method I used was to create a world transformation based on the particles location to the camera; the tutorial I used can be found at http://nehe.gamedev.net/article/billboarding_how_to/18011/. When playing around with the movement I saw that the particles looked a bit like fireworks, so I played on this a ...

Pocket Recipes

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Pocket Recipes was created with the Android SDK and is for Android Devices 4.0 and above (it works on Android 3.0 in the emulator but I haven’t had a chance to test it using a device). The IDE I used was Eclipse. I enjoy cooking: I am awful at cooking, purely because I get the timings on everything wrong; things get overcooked, the bangers are cooked before the mash etc. If I followed a recipe I would need to set an alarm after every step to make sure I’m following it to the letter; if only there were an app on my phone which kept track of it for me! For my mobile development assignment I decided to put together an application to do just that. Luckily we were given free rein to make what we wanted in terms of app, so I took the opportunity to make “Pocket Recipes”, a simple application allowing me to store and view recipes, with the addition to have a timer notify me at every step. My target audience were people who, like myself, weren’t great with times and cooking, perhap...