mixworld.com
Mixworld: June 2005 Archives
http://www.mixworld.com/archives/2005_06.html
Games and Game Development. Laquo; May 2005. July 2005 ». June 30, 2005. Back From the Brink. I'm getting back into the swing of things after having pneumonia. I don't recommend it. My copy of 3D Game Programming in DirectX 9.0. Came, but I haven't had a chance to really get into it yet. I bought the book mainly as a primer for graphics programming, thinking it would be a good idea even though I'm using a pre-built rendering pipeline. Posted by mix at 02:10 PM. June 07, 2005. It's Chilly in Heck. I toyed...
akenchoslife.blogspot.com
A Kenchos' life: April 2009
http://akenchoslife.blogspot.com/2009_04_01_archive.html
Jesús Alonso Abad - Shouting in the void. Thursday, April 16, 2009. The Matrix visual effects tests. It's been ages since my last post (again). Can't tell much about my recent life though. Just wanted to share some experiments I've been doing with After Effects lately. I'll most likely post some more videos of my experiments in the future :). PS: This year is The Matrix's 10th anniversary. Are you planning something about it? Subscribe to: Posts (Atom). The Matrix visual effects tests.
akenchoslife.blogspot.com
A Kenchos' life: More Caelum news
http://akenchoslife.blogspot.com/2007/02/more-caelum-news.html
Jesús Alonso Abad - Shouting in the void. Monday, February 05, 2007. I've just read some extra shader auto parameters have been added to Eihort. For those of you who doesn't know yet, Caelum will support Eihort (Ogre 1.4.x) from now on. Some of these parameters will be extra useful for Caelum (for instance, in the layered clouds support). Oh, now that I'm talking about layered clouds. I've just installed a screen movie capturer for Linux, xvidcap. Simple template. Powered by Blogger.
joakimk.blogspot.com
Joakim's blog: December 2006
http://joakimk.blogspot.com/2006_12_01_archive.html
A blog about software development. Monday, December 25, 2006. Eclipse with PHP and Java. I have been using Eclipse for some time now and it's the first IDE that I can compare to Visual Studio 2005. In some respects I'd say it's better than VS, but then I use them for different languages. I like the fact that Eclipse is multi-platform and free (as in open source). Distribution with some of the EasyEclipse plug-ins. One of which is PHP Eclipse. Experience with CakePHP and Eclipse. Maybe I just don't know h...
blog.andrewshu.com
TalkLittle WriteLittle: December 2009
http://blog.andrewshu.com/2009_12_01_archive.html
Saturday, December 12, 2009. Out with UDK, in with OGRE. After dicking around with the Unreal Development Kit. Which was released for free a month ago, I've come to the conclusion that it's not what I want. There are a bunch of reasons for this. I'll list some pros first. In no particular order:. UnrealScript is pretty similar to C and Java. Not hard to pick up. Lots of nitty gritty stuff is handled for you. Things like rendering a level and letting you use the built-in UT character models is trivial.
thousandparsec.net
Thousand Parsec : News
http://www.thousandparsec.net/tp/news.php/2008-10-16-1400
Thousand Parsec has been discontinued since 2012. Try the FreeOrion project. Don't know what Thousand Parsec is or want more information? Google Summer of Code students, ideas and information are this way! Is helping out by , why not lend a hand? 0 on 0 srvs. 0 on 0 srvs. On: 2011-05-03 08:51:20 00:00. By: Lee Begg llnz@. Merge branch 'master' of git ssh:/ git.thousandparsec.net/git/tpserver-cpp. On: 2013-01-24 11:10:57 00:00. This was the second year that Thousand Parsec. In 2008, we had 8 students.
shadhex.blogspot.com
Shad's Programming Corner: February 2009
http://shadhex.blogspot.com/2009_02_01_archive.html
For Programming discussion based on Opengl, XNA and mainly IPhone Programming. Saturday, February 28, 2009. Then I come home, and I'm the manager, designer, programmer, QA and on some occasion, artists *shudder*. That last role is a bit scary.I have no artistic bones in my body except for a bit of photography. Nope, they are etched on the other side of that same stone. So what gives? Personal time and quality of work is normally what goes first. Sunday, February 22, 2009. So what are the engine of choice?
dreamonward.com
Probabilistic roadmap path planning | DreamOnward
https://dreamonward.com/project/probabilistic-roadmap-path-planning
Full stack web development. Probabilistic roadmap path planning. Mar 31, 2014. Student in team of two. Linear algebra (forward kinematics). 3D rigging, (robotic arm skeleton/armature). Collision and physics library usage. Path traversal of robotic arm through 3D space by traversing between know safe states. The arm itself is a 3D mesh with custom rigging (skeleton). Calculating end effector position from joint rotation and the inverse is done using linear algebra. The world is rendered using the Ogre.
stephenmeier.net
3D Gamedev – Stephen Meier
http://stephenmeier.net/category/3d-gamedev
Category Archives: 3D Gamedev. Kodev – Updating the UIQuestMenu. May 21, 2016. I recently made a video explaining how the quest menu GUI works for the game Knight Online. This is the first part in a two part series where we look at why these GUI components work the way they do and how we can use the GUI editor to help us to implement functionality for later versions. Part two for this series has already been recorded I just need to upload it! I was recently able to upload part 2! Posted in 3D Gamedev.
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