- Chag sama'ach (Happy Chanukah) everyone #
Dec
04
2011
Twitter Update for week end 2011-12-04
- Finally uploaded some videos for my portfolio – feel free to take a look http://t.co/nKlRa6KA & http://t.co/Efe32tdu #
- @selbyno1 all going fine – currently back in m'cr and looking for work; you? #
Nov
30
2011
Gravitoids
Version 1.0
An Asteroids-like game in which the player must wipe out all the stars without getting hit; this is harder than it seems, as everything has its own gravity and, just like in real space, there is no friction. One wrong misjudgment of your energy reserves and your speed could very well spell the end of the game. For instructions, press F1 after starting the game.
The game is coded in C++ and makes use of Direct2D for graphical output.
Video
Screenshots
Technologies
The code makes use of Microsoft Direct2D and DirectWrite, both APIs being included in the Windows 7 SDK.
Future Changes
Many changes are planned for this game, including (hopefully) enemy ships with an appropriately complex AI and non-static targets (maybe asteroids orbiting around the stars)
Requirements
Program
The program needs Microsoft Windows 7 to run.
Source
If compiling the source code, please have the linker include the following libraries:
- d2d1.lib
- dwrite.lib
Files
| Gravitoids | 7z file of the executable | v1.0.0 |
| GravitoidsSource | 7z file of the source code | v1.0.0 |
Versions
v1.0.0 - 30/11/2011 - First complete version
Nov
30
2011
Particle Effects
Version 1.0
For my MSc project, I created a Particle effects demo that simulates fire and smoke effects. The aim is to achieve fairly realistic effects using "quasi-Physics"; i.e. using some real physical laws, but sacrificing them where necessary for the sake of performance and visual aesthetics. The program is coded in C++, using DirectX for graphics, with some HLSL coding for the graphics shaders.
Video
Screenshots
Technologies
The code makes use of Microsoft DirectX 11 and of the DirectX Application Framework (DXUT), found in the samples included in the DirectX SDK.
Future Changes
This program will be revisited; future changes include a code edit such that it runs on the GPU and the implementation of collision detection (between the effects and other objects).
Requirements
Program
The program uses DirectX and requires a DirectX 10 capable graphics card and Windows 7. Due to a problem with the release version that currently hasn't been resolved (not all particles render), the code requires that the DirectX SDK be installed for the DirectX debug library files.
Source
If compiling the source code, please have linker include the following libraries:
- d3dcompiler.lib
- d3dx11d.lib
- d3dx9d.lib
- dxerr.lib
- dxguid.lib
- winmm.lib
- comctl32.lib
Files
| ParticleEffects | 7z file of the executable and dependencies | v1.0.0 |
| ParticleEffectsSource | 7z file of the source code | v1.0.0 |
Version
v1.0.0 - 25/08/2011 – First full version
Nov
27
2011
Twitter Update for week end 2011-11-27
- It's been a while since I've said anything – hopefully I'll get a blog post out later; a degree, a holiday and a demo. #
Oct
23
2011
Twitter Update for week end 2011-10-23
- Oh the joy of waiting at an airport gate – next tweet will be from Israel #