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Martin Cohen

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http://blog.coh.io/

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Martin Cohen | blog.coh.io Reviews
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Martin Cohen | blog.coh.io Reviews

https://blog.coh.io

Random stuff generator.

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blog.coh.io blog.coh.io
1

Martin Cohen

http://blog.coh.io/post/152293065835/simple-camera-follow

Simple smooth and stable camera-follow for games. In my latest game I’ve used a camera system that allows for very smooth, yet stable movements. I call it stable. Because it never loses the player no matter how fast he moves. It is probably a pretty common system, but I’ll write about it anyway, as it might help. The camera uses an absolute point and a relative vector. The point. Is in the center of the entity the camera follows, and the vector. Each frame I set the look at. Camera.x = entity.x e...So th...

2

Martin Cohen

http://blog.coh.io/post/156212817925/vs-code-immature-for-cc-development-on-windows

VS Code immature for C/C development on Windows. Don’t use VS Code for C/C production until you really really enjoy it’s other features. This is not a rant post (except for one paragraph at the end), but rather a report on what to expect when you are considering using VS Code. I’m trying something new this time. I decided to stay with. Features that I enjoy. Integrated shell (even integrated. That I have customized) saves a lot of Alt Tabs (especially if I keep several projects open). That I use standard.

3

Martin Cohen

http://blog.coh.io/tagged/Electronica

Source: SoundCloud / martincohen.

4

Martin Cohen

http://blog.coh.io/post/151942378840/2d-3d-in-gamemaker

2d 3d in gamemaker. Very cool technique to make 3D objects in 2D with layers. Reblogged this from martincohen.

5

Martin Cohen

http://blog.coh.io/tagged/gamedev

Simple smooth and stable camera-follow for games. In my latest game I’ve used a camera system that allows for very smooth, yet stable movements. I call it stable. Because it never loses the player no matter how fast he moves. It is probably a pretty common system, but I’ll write about it anyway, as it might help. The camera uses an absolute point and a relative vector. The point. Is in the center of the entity the camera follows, and the vector. Each frame I set the look at. Camera.x = entity.x e...So th...

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