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CodePlex - kobush
http://www.codeplex.com/site/users/view/kobush
Project Hosting for Open Source Software. Member Since June 28, 2006. Last Visit March 8, 2014. Drawing Custom Borders in Windows Forms. Generic Serial Driver for Windows 7 Sensor and Location Platform. ΜA6281.NET .NET Micro Library for LED Controller Chip. No personal statement has been written. No activity in the last 60 days. 3D Editor Application Framework. Arduino for Visual Studio and Atmel Studio. Extended WPF Toolkit™ Community Edition. F# 3.0 Sample Pack. MRDS Services for Phidgets.
codeplex.com
CodePlex - cube3
http://www.codeplex.com/site/users/view/cube3
Project Hosting for Open Source Software. Member Since May 13, 2008. Last Visit July 10, 2016. ActiveWorlds Managed .NET SDK. VpNet binding for SignalR. No personal statement has been written. July 10, 2016 - VpNet:. Committed 117507, release associated with nuget 1.0.9.2030-alpha3. July 10, 2016 - VpNet:. Pushed 117507, release associated with nuget 1.0.9.2030-alpha3. July 10, 2016 - VpNet:. July 10, 2016 - VpNet:. July 10, 2016 - VpNet:. July 10, 2016 - VpNet:. July 10, 2016 - VpNet:.
coreenginedev.blogspot.com
Core Engine Development: June 2011
http://coreenginedev.blogspot.com/2011_06_01_archive.html
Development blog about Core Engine - 3D XNA Game Engine. Sunday, 26 June 2011. Because the source model remains untouched, whenever the model is re-exported from any DCC-tool like 3D Studio Max or Maya the model will still build with all transformations and alterations applied. An example: A material named ' #46 Material. Is renamed at run-time to ' corridor floor. If the artist then changes the name of ' #46 Material. To ' corridor floor. Wednesday, 15 June 2011. Enemy drone firing at the player in one ...
coreenginedev.blogspot.com
Core Engine Development: June 2012
http://coreenginedev.blogspot.com/2012_06_01_archive.html
Development blog about Core Engine - 3D XNA Game Engine. Saturday, 9 June 2012. Gameplay Metrics for Grim (Screenshots). As shown a while ago, we have our proprietary metrics tool to review our playtests and look for unintended behavior and opportunities to improve the game. One example of where the metrics directly help us is to look for Leap events to see if players are having difficulty making certain jumps as a result of platforms being too distant from one another. Subscribe to: Posts (Atom).
coreenginedev.blogspot.com
Core Engine Development: April 2012
http://coreenginedev.blogspot.com/2012_04_01_archive.html
Development blog about Core Engine - 3D XNA Game Engine. Saturday, 14 April 2012. Titan Metrics: Gameplay Analysis Tool. More Polygons "Grim" Homepage. It even includes my voice this time! P Let me know what you guys think, maybe you have a cool feature request? Friday, 6 April 2012. Project site is online! The project site is up! Currently you will find several screenshots and videos of our game, 3D assets, information about our game design and of course the two proprietary tools I've been working on!
coreenginedev.blogspot.com
Core Engine Development: Junior Tools Programmer at Guerrilla Games
http://coreenginedev.blogspot.com/2012/08/junior-tools-programmer-at-guerrilla.html
Development blog about Core Engine - 3D XNA Game Engine. Tuesday, 28 August 2012. Junior Tools Programmer at Guerrilla Games. I've recently started work as Junior Tools Programmer at Guerrilla Games in Amsterdam! Grim caught their attention when it appeared on control-online.nl. I should have some spare time once I'm fully settled in to work on hobby projects that include. I will make an announcement when my new portfolio is online. 31 August 2012 at 19:40. Congrats man. hope you have lots of fun :).
coreenginedev.blogspot.com
Core Engine Development: Development of Grim: Weapon Particle FX
http://coreenginedev.blogspot.com/2012/05/development-of-grim-weapon-particle-fx.html
Development blog about Core Engine - 3D XNA Game Engine. Friday, 11 May 2012. Development of Grim: Weapon Particle FX. Subscribe to: Post Comments (Atom). Game Design and Development Student. HKU Netherlands. View my complete profile. Second trailer of Grim. Development of Grim: Weapon Particle FX. Gameplay Trailer of Grim. Picture Window template. Powered by Blogger.
coreenginedev.blogspot.com
Core Engine Development: July 2011
http://coreenginedev.blogspot.com/2011_07_01_archive.html
Development blog about Core Engine - 3D XNA Game Engine. Monday, 4 July 2011. Vertex Manipulation [Compound objects]. I will go into much more detail on this topic at a later time, for now I'd just like to share a few images and give notes on what you see. Ray vs. triangle collision. white lines visualize an array of lines from the camera eye colliding with the geometry. The box-mesh on the left was used to cut 4 holes into the plane-shape. App Hub - Triangle Picking Sample. Triangulation By Ear Clipping.
coreenginedev.blogspot.com
Core Engine Development: Second trailer of "Grim"
http://coreenginedev.blogspot.com/2012/05/second-trailer-of-grim.html
Development blog about Core Engine - 3D XNA Game Engine. Thursday, 17 May 2012. Second trailer of "Grim". We've just finished the second trailer of our game. It features our second level "Climb" which was created for our Breach gametype. The "Mateba" our multi-purpose weapon (with both short and long range capabilities) and Leap our primary ability are all included in this new video. As always, the most recent updates on our development are available at our website: http:/ grim.morepolygons.com.
coreenginedev.blogspot.com
Core Engine Development: August 2012
http://coreenginedev.blogspot.com/2012_08_01_archive.html
Development blog about Core Engine - 3D XNA Game Engine. Tuesday, 28 August 2012. Junior Tools Programmer at Guerrilla Games. I've recently started work as Junior Tools Programmer at Guerrilla Games in Amsterdam! Grim caught their attention when it appeared on control-online.nl. I should have some spare time once I'm fully settled in to work on hobby projects that include. I will make an announcement when my new portfolio is online. Subscribe to: Posts (Atom). View my complete profile.