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CW Engine | a blog about my 3D game engine

A blog about my 3D game engine. September 11, 2011. As I want my engine to be cross-platform, I wanted to support both OpenGL and DirectX. Although it is a lot of extra work, I think in the long run it will make my graphics library much cleaner as I am forced to make abstractions that will support both APIs. The good news is I can now render using either API as a back-end. The bad news is my DirectX is not rendering depth properly. DirectX rendering with depth problems. August 29, 2011. Also I modified t...

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CW Engine | a blog about my 3D game engine | cwengine.chrisw.org Reviews
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A blog about my 3D game engine. September 11, 2011. As I want my engine to be cross-platform, I wanted to support both OpenGL and DirectX. Although it is a lot of extra work, I think in the long run it will make my graphics library much cleaner as I am forced to make abstractions that will support both APIs. The good news is I can now render using either API as a back-end. The bad news is my DirectX is not rendering depth properly. DirectX rendering with depth problems. August 29, 2011. Also I modified t...
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CW Engine | a blog about my 3D game engine | cwengine.chrisw.org Reviews

https://cwengine.chrisw.org

A blog about my 3D game engine. September 11, 2011. As I want my engine to be cross-platform, I wanted to support both OpenGL and DirectX. Although it is a lot of extra work, I think in the long run it will make my graphics library much cleaner as I am forced to make abstractions that will support both APIs. The good news is I can now render using either API as a back-end. The bad news is my DirectX is not rendering depth properly. DirectX rendering with depth problems. August 29, 2011. Also I modified t...

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bloodtide.chrisw.org bloodtide.chrisw.org

Blood Tide

http://bloodtide.chrisw.org/units

chrisw.org chrisw.org

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Blood Tide is a multiplayer, online, action, real-time strategy game for the PC. The game allows players to experience both the strategic management of an army in command mode and the fast-paced, action-packed combat on the battlefield alongside other troops in field mode. Willow is an interactive puzzle game with a strong emphasis on story and emotional impact. It features a selective color shader that allows for only certain colors to be visible in the game world at any given time. Glinda is a project ...

willow.chrisw.org willow.chrisw.org

Willow

http://willow.chrisw.org/media.php

Red, Green and Blue Unlocked.

datacraft.chrisw.org datacraft.chrisw.org

DataCraft

http://datacraft.chrisw.org/stats.php

Onmouseout = "javascript:desc default()" Enemy Kills. Onmouseout = "javascript:desc default()" Player Scores. Onmouseout = "javascript:desc default()" Enemies on Board. Onmouseout = "javascript:desc default()" Player Weapon Frequency. Onmouseout = "javascript:desc default()" Enemy Weapon Frequency.

blindman.chrisw.org blindman.chrisw.org

Blind Man's Last Stand

http://blindman.chrisw.org/info.html

There is a 1-axis gyro located on the top-middle of the hat. It allows us to measure the rotation of the player's head. This allows the player to rotate his avatar in the game world. A nunchuk is used for attacking monsters. The player can swing the nunchuck, which initiations an attack in the direction the player is facing. A buzzer is used to provide audio cues when the player kills a monster, takes damage and dies.

willow.chrisw.org willow.chrisw.org

Willow

http://willow.chrisw.org/team.php

Models / User Interface. Sounds / Color Shader. Level Design / Color Shader. User Interface / Puzzles / Color Shader. Willow was created using the C4 engine. Version 1.5.9). All coding was done in C . Development Time: 3 weeks. After the shader was complete, I moved on to creating all of the puzzles in the game and the user interface.

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CW Engine | a blog about my 3D game engine

A blog about my 3D game engine. September 11, 2011. As I want my engine to be cross-platform, I wanted to support both OpenGL and DirectX. Although it is a lot of extra work, I think in the long run it will make my graphics library much cleaner as I am forced to make abstractions that will support both APIs. The good news is I can now render using either API as a back-end. The bad news is my DirectX is not rendering depth properly. DirectX rendering with depth problems. August 29, 2011. Also I modified t...

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