From Game Development

Monogame – Working with Touch

*NOTE – This may also work on other platforms with touch as well, but this hasn’t been tested on anything other than Android at the current moment. One fundamental aspect to understand about touch and gestures is that code needs structured around the idea of continuous input. Thus, any touch recognition code should be encapsulated…

PhysicsFS/PhysFS++ Tutorial

This is a follow-up from a promise that I made in my tutorial video on designing an asset manager using SFML. That video can be found here. This tutorial is centred around PhysFS++, a C++ wrapper for PhysicsFS. For the sake of the tutorial, it’s assumed that the reader is familiar with PhysicsFS and what it’s capable of. Described here is a workflow for simple use of the library. Anything more discrete is beyond the scope and will have to be ascertained by the reader on their own accord. Lastly of note, PhysFS++ encapsulates PhysicsFS calls in a PhysFS namespace.…

Clicky Game – Development Journal 0001

Because I have no life, and because I really suck at having good ideas, the concept of Clicky Game was born. Now ordinarily I wouldn’t bat two shits at this thing after having written something like that, but I wanted to use this as an opportunity to really dig deep back into C++ and use some of the features in C++11. I just want an excuse to use lambdas liberally. 🙂 I’m doing a few interesting things with this project. First of all, I’m writing it in Visual Studio. Yes, I know, blasphemy. The reason for this though is because…

Sometimes, Silence is Bronze

I have officially gone under a rock. Most of it was my fault. I gambled (in an ethereal sense), I lost (more than just money mind you) and now I’m paying for it. So-to-speak anyway. So the things that I have been working on – LinuxInstall and WIPN for example, have been without my presence for some time and may continue that way for just a bit longer. That doesn’t mean I haven’t been busy and working on things in abstentia. All I’m going to leave here is this single image.

Game Development – Migrating to Classical Mechanics

Let’s clear up some possible confusion regarding the title of this post. I’m not necessarily directly talking about game play mechanics as I am talking about the branch of physics called Classical Mechanics. You know, the fun stuff that helps us describe motion of mass under certain types of forces and the effects, both direct and indirect, resulting. Well it’s fun for me anyway. Even though I hadn’t necessarily realized how much I’d forgotten about really simple stuff. And let’s clear one more thing up here. I’m not a professional mathematician or physicist. I’m a software engineer. So if you’re…