2007-02-11
Soulreaper
As some of you might have noticed, I've put up a project section in the menu. I'm planning to put links to all my current projects there - at least those who have got some information online.
The first project I've put up is Soulreaper - an arcade rpg in progress. We're currently two programmers, one story/quest designer and a musician on the team. I'm planning on being a bit more structured with this project than earlier ones so we've set up a wiki, bug tracking system and a source repository. There's not that much information in the wiki yet, but I'll add a bit whenever I can.
The first project I've put up is Soulreaper - an arcade rpg in progress. We're currently two programmers, one story/quest designer and a musician on the team. I'm planning on being a bit more structured with this project than earlier ones so we've set up a wiki, bug tracking system and a source repository. There's not that much information in the wiki yet, but I'll add a bit whenever I can.
2007-02-05
Extreme Multiprogramming
The Xbox 360 Dissected
I just found this page which I'm reading for breakfast. It should bring me up to date on the 360 hardware.Edit: I found out that it was a bit outdated after I wrote this, but it was interesting reading none the less.
I'm currently trying to come up with the core engine design for the current game I'm working on with a friend of mine. Multithreading is the way to go if you've got processing needs - and even though our first game is a sprite based arcade game, it doesn't hurt to plan ahead. If all goes well we're planning on using the same core engine for other games, so it has to be able to scale up.
Check this out:
Coding For Multiple Cores on Xbox 360 and Microsoft Windows
2007-02-04
XNA and Video Safe Area
I just realized something. Coding for the 360 and PC at the same time isn't only sweet - as I've just realized when remembering that there's something called safe area in TV editing. Here's a simple way to display these areas - and now to find a good way to handle them both on PCs and TVs. I guess I'll bring the notion of safe areas into my base canvas class, which is a wrapper class around the direct3d device I'm planning on designing to reduce the amount of re-coding basic gfx stuff.
2007-01-22
Pilgrim
I've just bought a new program - Pilgrim Pro 3D R2 - A great and versatile program for VJ-wannabes like me ;). It's one of the (if not THE) most versatile VJ programs I've seen, with the possibility of creating your own combination of effects, assigning an expression or graph to any variable and its own shader driven 3d engine.
On the other hand it seems to be a bit in its infancy though. It's a bit buggy from time to time and even though it's possible to code your own effects for it, the SDK they deliver is simply the bare minimum - ONE example with a minimum of comments and a small text file - I'd really urge them to fix this.
On the other hand it seems to be a bit in its infancy though. It's a bit buggy from time to time and even though it's possible to code your own effects for it, the SDK they deliver is simply the bare minimum - ONE example with a minimum of comments and a small text file - I'd really urge them to fix this.
2007-01-18
Ribozyme @ Maiden
My friends from Ribozyme are playing at Maiden in Oslo tonight at 2100 hours. If you like melodic metal with hard riffs and a slight tad of emo (not too much though) you might like them! Check out some of their songs from their own page.
Subscribe to:
Posts (Atom)

