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Category Archives: Programming
Rusher 2.1 – Getting Started
Go to Rusher 2 project homepage Rusher 2 tutorial list Rusher is a component-based game engine, which means everything is treated equally as an entity (a.k.a game object) that owns components making up the overall behavior of the entity. Systems … Continue reading
Posted in ActionScript, Gamedev
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Rusher 2.1 – Introduction & Migrating from 2.0
Go to Rusher 2 project homepage Rusher 2 tutorial list By merging into Rusher what I’ve learned at DigiPen, mostly from Game Engine Architecture Club lectures, I’ve secretly marked it version 2.1 a while ago. For convenience, here’s a quick … Continue reading
Posted in Rusher
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Cooncoaster – My Second DigiJam Game
More Cooncoaster information Play Cooncoaster online (requires Flash Player browser plugin) Instruction: Press space to jump. Collect food and avoid spikes. Cooncoaster is a game I made with my classmates during a 48-hour game jam session held by DigiPen students. … Continue reading
Reflector – My First DigiJam Game
Play Reflector View Reflector source Rusher Game Engine v2.1 Controls: Move – Arrow Keys Shield – Z Key Gameplay: Use the shield to capture enemy bullets. Turn off the shield to return enemy fire. Basically you’re invincible if you keep … Continue reading
Posted in Gamedev, Rusher
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My Mutex Implementation
There are already lots of well-known and popular libraries out there that provide mutices. But I wanted to try implementing it myself for the sake of just making it. Hey, it’s summer session at DigiPen and I don’t have to … Continue reading
Signal System using Delegates
I introduced how to build your own C++ delegates in the previous post. Now I’m going to show you the first practical (and probably the most common) usage of delegates: signal/event systems. To clarify the terminology, the mapping between the … Continue reading
Posted in C/C++
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Easy C++ Delegates
As I mentioned in my previous post, I was working on delegates for C++. The first article I read was recommended by one of my programming TAs. The author’s main concern was portability and performance, so he special-cased extensively throughout … Continue reading
Posted in C/C++, Design Patterns, Programming
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Function Pointers vs Member Function Pointers
My second semester at DigiPen has almost come to an end. For the project of this semester, we are required to write our code in strict C, no fancy C++ stuff like generics and polymorphism. In order to get around … Continue reading
Posted in C/C++
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Object-Oriented Programming Synonyms
This post is written for my classmates at DigiPen. Most of the class have started learning object-oriented programming really for only two weeks, and the professor uses quite a few synonyms that sound really different but are actually the same … Continue reading
Posted in Programming
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Object-Oriented Structures in C
This is my second semester at DigiPen. We’re not allowed to build our game in C++ for this semester; instead, we can only use C. That means no function overloading, no polymorphism, no generics, and no operator overloading. However, this … Continue reading
Posted in C/C++, Gamedev
4 Comments