alfredodinapoli.wordpress.com
Setting up a simple Mogre Application in F# | Web life between Python and lambda calculus
https://alfredodinapoli.wordpress.com/2012/02/28/setting-up-a-simple-mogre-application-in-f
Web life between Python and lambda calculus. Simple is better than complex. Setting up a simple Mogre Application in F#. Game engine panorama is pretty crowded. There are open source ones, commercial ones and so on. Ogre. Is properly defined as an. 8220;Open Source 3D Graphics Engine”. Which means that it is at a lower level than a fully-fledged Game Engine. You can use Ogre for 3D rendering and assemble your homemade Game Engine picking up other useful library, for example OpenAL. Cool, it worked! Open ...
osmotionaz.blogspot.com
- Creative Learning -: Juni 2012
http://osmotionaz.blogspot.com/2012_06_01_archive.html
Sabtu, 02 Juni 2012. Game Counter Strike 1.6. Yang merupakan modifikasi dari permainan video. Permainan ini telah berkembang menjadi serangkaian permainan baru sejak diluncurkan, antara lain. Selain dengan cara-cara di bawah, kemenangan bisa diraih dengan membunuh semua anggota tim lawannya. Berlaku untuk tempat yang berawalan. Dalam skenario ini, tim teroris bertugas untuk menanam. Pada tempat yang sudah disediakan, yang disebut bombsite. A dan B). Sebaliknya, tim. Penyelamatan sandera ( Hostage rescue.
escapementstudios.com
» Blog Archive » Making Solid Lights
http://escapementstudios.com/2011/11/25/making-solid-lights
Laquo; What’s Up? The next step is culling the unneeded points. This is also a two step process. First the points are checked to see if they are indeed within the bounds of the light. After this, raycasting is used to determine if the remaining points actually have line of sight to the light source. This is relatively straightforward and leaves us with a list of only points the light can actually reach. This entry was posted on Friday, November 25th, 2011 at 7:56 PM and is filed under About.
escapementstudios.com
» Blog Archive » We’re Slow
http://escapementstudios.com/2012/07/10/were-slow
Laquo; Still Going. For the past 2 months our schedules haven’t really been lining up, and we’re basically out of funds, making progress on In The Dark slowed to a crawl. We’re looking for solutions to this so we can get back to steady progress towards a finished game and having cool stuff to post here on a regular basis. This entry was posted on Tuesday, July 10th, 2012 at 10:27 AM and is filed under About. You can follow any responses to this entry through the RSS 2.0. Feed You can leave a response.
escapementstudios.com
» statusupdate
http://escapementstudios.com/tag/statusupdate
Posts Tagged ‘statusupdate’. Laquo; Older Entries. Friday, May 11th, 2012. Haven’t posted any updates in a while. We were hoping to have a video showing off the levels and monsters we’ve been working on done last month but other obligations have been in the way. Here’s a general idea of where we’re at right now development wise:. Game mechanics and general programming:. Fully functional, just needs some polish. Thursday, March 22nd, 2012. We’ve also just about finished with the last puzzle elements...
escapementstudios.com
» inthedark
http://escapementstudios.com/tag/inthedark
Posts Tagged ‘inthedark’. Laquo; Older Entries. Friday, May 11th, 2012. Haven’t posted any updates in a while. We were hoping to have a video showing off the levels and monsters we’ve been working on done last month but other obligations have been in the way. Here’s a general idea of where we’re at right now development wise:. Game mechanics and general programming:. Fully functional, just needs some polish. Thursday, March 22nd, 2012. We’ve also just about finished with the last puzzle elements fo...
escapementstudios.com
» makingof
http://escapementstudios.com/tag/makingof
Posts Tagged ‘makingof’. Friday, November 25th, 2011. Making an Endless Boss Level. Thursday, November 3rd, 2011. Player Movement (or Why You Should Never Rely on Physics Engines). Wednesday, October 26th, 2011. So why are physics engines so bad for handling characters in games, or really anything in games other than crates and barrels? Sure see a lot of those in games nowadays, huh? Footing Detection and Wobbly Bump. Saturday, October 8th, 2011. Preorder In The Dark! Save 25% by Preordering!
escapementstudios.com
» Uncategorized
http://escapementstudios.com/category/uncategorized
Archive for the ‘Uncategorized’ Category. Monday, September 10th, 2012. We’re going to be at Intervention again this year! Last year was a lot of fun and we met a bunch of cool people, if you’re going to be there come say hi! Friday, May 11th, 2012. Haven’t posted any updates in a while. We were hoping to have a video showing off the levels and monsters we’ve been working on done last month but other obligations have been in the way. Game mechanics and general programming:. Until levels have been play te...
escapementstudios.com
» video
http://escapementstudios.com/tag/video
Posts Tagged ‘video’. Thursday, February 16th, 2012. Haven’t posted anything for a while so here’s whats been going on:. We’re going to be at Katsucon. This weekend. Primarily for Kerry and Katy to sell artwork and the like, but we’ll have some ITD stuff for sale too. The posters are now in! In The Dark had a major glitch last week, and it was funny enough that I decided to upload a video of it:. Making an Endless Boss Level. Thursday, November 3rd, 2011. Wednesday, August 10th, 2011. If we can meet our ...
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