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| | Home > C and CPP > Games and Entertainment | Computer games are a relatively new innovation in the overall scheme of things. They have been around in different forms since the beginning of computers and in a lot of ways were essential in the route that computers have taken in becoming a part of our every day lives. A good deal has been written on the design of computer games, but I'm a firm believer that there can never be too much written about a complex subject and computer games design is a very complex subject.Before I get started in my exploration of the design of computer games I'd like to suggest that if you haven't already read the articles/book by Chris Crawford's The Art of Computer Game Design which can be found at: |
| | Hits: 88 Date: 2005-12-20 Rate: 4.0 Vote: 1 Report Broken Link! Rate It! |
| | Home > C and CPP > Games and Entertainment | So you want to know how I created Tank 3? Ok, I've written a commented
time line for you and mixed some General info, tips and tricks into it.
So you can read what the basic steps of creating Tank 3 were. The lines
in italic and bold print are the news that I published on my homepage,
www.infinitecode.com.
Enough talk, let's begin! |
| | Hits: 48 Date: 2005-12-20 Rate: 0.0 Vote: 0 Report Broken Link! Rate It! |
| | Home > C and CPP > Games and Entertainment | One of the deciding factors in the structure of a board game program is the representation of the board. In Chess AI, the representation of the board has differed quite a lot from program to program, and over time new systems have been invented. |
| | Hits: 44 Date: 2006-01-17 Rate: 0.0 Vote: 0 Report Broken Link! Rate It! |
| | Home > C and CPP > Games and Entertainment | With that aside, let's take a general overview of the isometric engines. In most of the ISO engines, everything is cell-based, and the render function draws the cells from left to right, from bottom to top to create the illusion of depth. This method, theoretically, is a good approach to z-ordering in a 2D engine, and is accepted by programmers around the world. But, this method creates a very inflexible environment, and thus, it gives developers a hard time when it comes to dealing with tiles of varying height. And even if you solve the height problem, the map has a very unnatural look because cell-based engines tends to line its objects up. |
| | Hits: 43 Date: 2005-12-20 Rate: 0.0 Vote: 0 Report Broken Link! Rate It! |
| | Home > C and CPP > Games and Entertainment | In this part, we will go over the idea and try to weed out anything that could trip us up when we get to the development process. It’s a very good idea to kill off these things before they waste a lot of money and time, both of which are rather hard-won these days. Indeed, there are even a few things we have to look for so that we don’t spend an undue amount of time writing up the design spec with features we’ll never use.
All said and done, it’s time – let’s get ready to rumble! |
| | Hits: 42 Date: 2005-12-20 Rate: 0.0 Vote: 0 Report Broken Link! Rate It! |
| | Home > C and CPP > Games and Entertainment | Well, now here we are, ready to begin, and we have to try and remember what I told you back in The Design. Many of the problems discussed there will crop up again while you are developing the title, so keep you wits about you so you can spot them before they become malicious little buggers. In this article, I’ll be discussing new topics related only to development, but a few will touch back upon what we discussed in part 2 - remember that
Now, since it would be too long of an article to take you through every step of the developmental process, the topics following will discuss certain aspects of the process. After reading this, it won’t be hard to fill in the blanks and churn out a beautiful game.
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| | Hits: 41 Date: 2005-12-20 Rate: 0.0 Vote: 0 Report Broken Link! Rate It! |
| | Home > C and CPP > Games and Entertainment | Permission is granted to distribute this documentation verbatim
in any form without restriction and to distribute modified
copies provided it is stated that modifications have been made.
This is the sixth draft. The Texinfo source was updated on
3 May 1998 and built on 3 May 1998.
This is the sixth draft of Allegro Vivace converted into HTML
by Filipe Medeiros. No modifications to the actual text has been
made, save the text diagrams in chapter 5, which were replaced
by images, and the index, which was empty.
Started on the 18 June 1999, completed 19 June
1999. |
| | Hits: 40 Date: 2005-12-21 Rate: 0.0 Vote: 0 Report Broken Link! Rate It! |
| | Home > C and CPP > Games and Entertainment | Originally, this article was meant to instruct you on how to make a good game design document. In drafting up that article, I realized that what I was saying was only the middle part of the entire design process, and I didn’t want to leave out the beginning and then end. So I chose instead to do this four-part series. Now then, lets talk about your ideas, and how to mold them into the perfect vision of your game – in your mind’s eye alone. |
| | Hits: 40 Date: 2005-12-20 Rate: 0.0 Vote: 0 Report Broken Link! Rate It! |
| | Home > C and CPP > Games and Entertainment | DL is an easy to use library for Sound, Input, Timers, and 2D graphics (3D graphics are accomplised through the use of OpenGL). In this quick little tutorial, I'll teach you how to make your basic SDL window that you can compile on any platform! To make it even better, we'll add a little yellow pixel to the center of the screen, won't that be cool? Okay, so maybe not "cool", but it's a start. As with my previous tutorials I'll give you a big 'ol slab of code, then disect it for you.
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| | Hits: 33 Date: 2005-12-13 Rate: 0.0 Vote: 0 Report Broken Link! Rate It! |
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