Jan
20
2013
0

Me, holding a seminar at Skövde University College? Madness I say!

No I actually were lecturing at Skövde University College for their game development program. It’s kind of crazy, the students were mostly in my age range and I stood in front of them lecturing about games. Afterwards I had more of a casual discussion with the students and talked about the book I am writing as lead author for Packt Publishing. I wanted to know what they had problems with and what I could help them with. The book is called SFML Game Development but I covered a lot more topics than just SFML with the students. I also went around in the groups as they were working on their projects and helped them and gave them hints and tips on how to solve the specific problems they had.

I found it extremely enriching and fun to do. Although it was a bit cold for a southern Swede like me to venture that far north.

Nov
15
2012
0

Making games in Ruby so far

Well I’ve been playing around in rbSFML now for a while and it’s been very satisfying to see how fast and easily your game evolves in Ruby. I recommend this language and I will try to give some tutorials for it.

Of course there are still some problems, like that every math operation is a heavy method call. Ruby truly embed the proverb for optimization:

The fastest code is the one never run.

(more…)

Nov
01
2012
3

Working at Defrost Games

For the last couple of months I have been working at the indie game company Defrost Games. Been having a great time and been allowed to do some pretty neat stuff. Been playing around with pretty much everything in the game and the tools. I even got to fix some bugs in the time mechanics. Just recently I got to create straight up from nothing an algorithm that would let the artists place props in the level editor and then the level editor got to cut out the props geometry from the navigation mesh for the character. That was pretty cool, first I had to create everything that was needed in order to cut in the nav mesh that previously was made by artists in Maya. By that point it was using the geometry of the object but that won’t work since they are too highly detailed and it would result in a poor-performance navigation mesh with way too many triangles. So I had to come up with a way to optimize that as well.

Navigation mesh

Red lines are the navigation mesh and the blue represents the cut out area.

Yeah I’ve been having a blast at Defrost Games. I can’t wait till the game is released so I can brag about what I’ve worked on. Even though most of my stuff is not even directly visible. But most often it’s those things that are hard to do and interesting to make.

Sep
01
2012
0

What I’ve been up to

Well Hello! Been very busy these last 2 years. I’ve been working hard to achieve my dreams. Now, many crunch nights of hardship and a lot of rich lectures I am finally working as programmer at Defrost Games. These 2 years of hell hasn’t been for nothing.

(more…)

May
25
2012
0

Game projects have been updated yet again

Well just wanted to let know that the game projects have been updated again with more 3D projects and I have reformatted the pages a little to make them easier to read and take information from.

The Space Shooter, Real Time Strategy and the First Person Shooter games have all been uploaded and is now available for download. I hope you enjoy them.

Apr
22
2012
0

Game Projects updated

Alright my game projects page has been updated. There is still a lot more to add. Like the First Person Shooter and my current project I’m working on but also some more pictures and download links for the games already up.

Have a check and see what I have been part of creating!

Apr
20
2012
0

Curriculum Vitae available

My Curriculum Vitae is not available under About me for download if you are interested in knowing what I am capable of. I provide both a PDF version and a Word Document for download.

Written by Groogy in: General | Tags: , ,
Sep
09
2011
2

First year at The Game Assembly Part 1

Well spite my big programming experiences before starting at The Game Assembly I still had a pretty tough year and learned a lot. (more…)

Sep
09
2011
0

I’m back with a lot of stuff

Yeah, I neglected my blog a little but I’ve been working a lot both in the university and with my own personal projects. In the coming weekend I’ll be trying to summarize what I’ve been doing and post some projects that has been done at The Game Assembly and what I’ve learned from them. Some of the projects is actually reusable for your own projects and in fact I have them in my template Visual Studio project that I use for developing other projects at the school.

Oh and don’t forget I have my personal projects too. If you’ve been stalking me you might know what those are. These projects show how I’ve been becoming more mature as a programmer. One of the projects I know have users as they have commented, reported bugs and so on. Which I think is pretty cool.

From the school game projects I will be posting links so one can download it both playable and with source code. I want to say that my second project, the Point&Click game I am especially proud of. It’s very polished although pretty short it to me has a very high quality and does not differentiate from industry produced games. If we had a year instead of 8 weeks to make it I think we could have made a complete game and long one.

Written by Groogy in: General | Tags: , ,
Aug
17
2010
1

Walk trough the memory with CallStack

Took me one day to complete this. These classes will let you walk trough the call stack with C++ and access local variables or arguments in other functions than the current one. I’m trying to follow the KISS(Keep-It-Simple-Stupid) method so it’s very straightforward to work with. The documentation can be found here. And here’s the GitHub repo.
(more…)

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