Finally I got my first app published on the Windows Phone Marketplace. It’s nothing special, just a tiny little game but it’s my game and so I’m proud it passed certification and got published. I must admit I thought it would be more difficult to get an app published on a marketplace. The idea to develop an app for mobile phones came up early but I never took the time to realize it.
While diving deeper into XNA and stuff, I thought it would be a good idea to post some links of very good resources for those of you who plan to learn XNA.
Incredible, I’m still impressed. I was bored of the D+ demo I’m preparing currently and I thought I try to create a small gambling game. For those of you who know the Novoline gambling machines you exactly understand what I mean. Now because of the current progress of the D+ engine makes it impossible to use it for the UltraHot game I fired up my VS and started a XNA project. For those of you who follow this blog, you know that I prefer C++ for game development and that I have absolutely no experience in managed code for game programming. Although I’m familiar with C# due to the web and application development of my job I thought I’ll give it a try.
I updated fxcGUI. Changes in the update:
- redirected error stream to textbox output
- directly add output stream to textbox
- buttons renamed
- setup installer compiled with IS LE (cost me longer to create the installer package with all that crashes, than to develop the whole app)
You can find the update on the fxcGUI page.
I love console applications. They give you the good old DOS feeling and I’m a nostalgic guy. Now while developing a DirectX application I found it more useful to use a GUI frontend with Microsoft’s shader compiler fxc.exe, the compiler which ships with the DirectX SDK. And since I’m a good guy, I share it with you. I know that many developers love console applications like me and the handling and using of fxc is quite good. No complicated syntax, no complicated anything. But I also know that newbies in game programming would most probably prefer a GUI for this. I was trying to compile about 10 shaders yesterday evening and I was too lazy to type the filenames so I took the time to create a GUI app with C# so I could “click” me through.
No this is not a new code language in Visual Studio 2012 but our new game engine. After endless attempts of finishing an engine (or what is usually called to be one) I started a 2d game project lately and stopped due to the lack of time (sadly). Now while working on a commercial project for a friend of mine I put my work and much of additional effort and formed D+ which is a complete game engine and should be the follow up (it’s not really a successor) to the blueEngine which was started some years ago and never finished.
If you are a game developer and need a very powerful physics engine why not choose Newton? Newton Game Dynamics is a very scalable real time physics engine capable of most of today’s must-haves for games. I started playing with Newton Game Dynamics while I was developing the blueEngine in early G-Productions days. It’s no secret that I started to develop a game engine again. This time a full shader driven engine but back to the topic.
Some things never change, and as a passionate developer my big love are still games. No not playing them, but developing them. I was cleaning up my hard drive today (I should do this more often) and found a very old project I wanted to start some years ago with my class mates. We did some basic project management and ended up with a design document for a game which we found very cool. So some of the graphic artists put together this very basic screens for a teaser which I’m releasing here. OK the younger guys reading this blog will now be laughing because they are used to Quake 15, Doom 21 and Duke Nukem Never graphics and this is a simple but cool 2d game but that’s ok. Try to develop your own game and you will see what I’m talking about.
June 22nd 2004 the website G-Productions was launched. This site was dedicated to my very own afford to create a game engine using DirectX. I was not a friend of the Visual Studio that time since I could not afford this (it was not that cheap that time), so an alternative compiler had to be found. Soon I stepped over Dev-Cpp. This was a very complete and full functional IDE which uses the MinGW compiler. Cool was my first thought, but the first problems were soon knocking on the door. Those of you who ever tried to use DirectX with the MinGW compiler know what I’m talking about. A bunch of compiler errors say hello if you include a DirectX header file.
So what is that title about? What is intelligent DLL design? When designing a game engine you have to take care of so many things. You have to think of inertial delay times, transmission delays, overheads, buffers and so much more….