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furiouspixels.blogspot.com

Furious Pixels

Sunday, October 23, 2011. Building Your Own Game Engine - Graphics. This is the last one in the series of articles that go through the architecture of a small game engine for a small game, The Jelly Reef. In the core of our graphics system is the RenderJob which the only thing that our render manager can render. From its fields it's very clear how we implemented the needed functionality. The rendering in our game is handled by the rendering manager and all entities that would like to be rendered need to ...

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Sunday, October 23, 2011. Building Your Own Game Engine - Graphics. This is the last one in the series of articles that go through the architecture of a small game engine for a small game, The Jelly Reef. In the core of our graphics system is the RenderJob which the only thing that our render manager can render. From its fields it's very clear how we implemented the needed functionality. The rendering in our game is handled by the rendering manager and all entities that would like to be rendered need to ...
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Furious Pixels | furiouspixels.blogspot.com Reviews

https://furiouspixels.blogspot.com

Sunday, October 23, 2011. Building Your Own Game Engine - Graphics. This is the last one in the series of articles that go through the architecture of a small game engine for a small game, The Jelly Reef. In the core of our graphics system is the RenderJob which the only thing that our render manager can render. From its fields it's very clear how we implemented the needed functionality. The rendering in our game is handled by the rendering manager and all entities that would like to be rendered need to ...

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furiouspixels.blogspot.com furiouspixels.blogspot.com
1

Furious Pixels: Building Your Own Game Engine - Tools II

http://furiouspixels.blogspot.com/2011/03/building-your-own-game-engine-tools-ii.html

Wednesday, March 2, 2011. Building Your Own Game Engine - Tools II. This is the second article on tools that we developed and used during the making of The Jelly Reef. It covers our profiler, the level editor and few external tools. All the counters are accessible via a public dictionary. The profiler itself only draws the counters as name and value pair. It is up to the user of the counter to take care of the value, like resetting the counter zero or incrementing it. Class MovingEntity : BaseGameEntity ...

2

Furious Pixels: May 2011

http://furiouspixels.blogspot.com/2011_05_01_archive.html

Thursday, May 5, 2011. Building Your Own Game Engine - Gameplay. Next place where gameplay can be added is the update method of the GameWorld. Has been designed to be extended and new functionality can be added by the inheriting class. The update method is the place where game wide game-play code should be, like checking winning and losing conditions or similar stuff. The inherited class would automatically keep all the functionality of the GameWorld. From Adriaan de Jongh. Posted by Bojan Endrovski.

3

Furious Pixels: Building Your Own Game Engine - Graphics

http://furiouspixels.blogspot.com/2011/10/building-your-own-game-engine-graphics.html

Sunday, October 23, 2011. Building Your Own Game Engine - Graphics. This is the last one in the series of articles that go through the architecture of a small game engine for a small game, The Jelly Reef. In the core of our graphics system is the RenderJob which the only thing that our render manager can render. From its fields it's very clear how we implemented the needed functionality. The rendering in our game is handled by the rendering manager and all entities that would like to be rendered need to ...

4

Furious Pixels: May 2010

http://furiouspixels.blogspot.com/2010_05_01_archive.html

Sunday, May 9, 2010. Going HD and Twitter-y. I'll try not make it sound like a commercial for Utrecht University, but the projects in the last period were just pure awesome. So awesome, only to be fully captured in HD. The notebook had to be suspended in midair to get some fresh air respiration as it embarked on a three day pixel crunching journey to create the following 30 seconds of animation. Enjoy a bit of programmer's artwork. Posted by Bojan Endrovski. Subscribe to: Posts (Atom).

5

Furious Pixels: Building Your Own Game Engine - Collisions

http://furiouspixels.blogspot.com/2011/09/building-your-own-game-engine.html

Tuesday, September 27, 2011. Building Your Own Game Engine - Collisions. This article discusses collision detection and resolution. It directly follows my previous article on physics. I have decided for two separate articles so that the text doesn't run longer than your (and mine as well) attention span. The game also features some static geometry in the form of walls and these were created from linear segments. Null) hash = secondBody.GetHashCode(); return hash; } }. For performance reasons we set a pre...

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Monday, January 03, 2011. This blog has been cleansed by the Vigorous Pea! The evil and deadly arch nemesis of the Furious Pie. Bwa ha haaAaAa! You can still see Ben's work at his Flickr page. Or follow his Facebook page. For now, or follow the tumblr blog. Thursday, December 23, 2010. My entry for the Whale and Pine print competition is FINALLY on the website here. Go and buy it to bits and I'll be your best mate. Subscribe to: Posts (Atom). View my complete profile. Follow furiouspie on twitter.

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Log in with Facebook. Confirm Password:  *. Email Address:  *. Confirm email Address:  *. We have 2 guests and no members online. Http:/ www.furiouspip.com/modules/mod image show gk4/cache/demo.image show.175244front2gk-is-93.jpg. Http:/ www.furiouspip.com/modules/mod image show gk4/cache/demo.image show.285113img2gk-is-93.jpg. Http:/ www.furiouspip.com/modules/mod image show gk4/cache/demo.image show.484496slide5gk-is-93.jpg. The Sunlight In on your h. Red Imperial li…. Monte Santos li…. Las Vegas, NV.

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Sunday, October 23, 2011. Building Your Own Game Engine - Graphics. This is the last one in the series of articles that go through the architecture of a small game engine for a small game, The Jelly Reef. In the core of our graphics system is the RenderJob which the only thing that our render manager can render. From its fields it's very clear how we implemented the needed functionality. The rendering in our game is handled by the rendering manager and all entities that would like to be rendered need to ...

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How Can We Help. Keep calm, create awesome stuff and show it to the world. Work hard, play hard and reap the rewards. Hi My name is Sean Cotter and I'm a freelance video and motion design artist. I've worked with many design agencies, large and small, to provide images suitable for both print and video. If you're eager to make a great first impression, give me a call. To see how I can help. This is what I do. I love to animate. I make great videos. I design beautiful images. I work with the best software.

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