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I’ve been self hosting this site on my own personal web server for quite a few years now. It’s not convenient, but it is cheap, which is always a good motivation for me. Today I’d like to talk about moving this site from self hosting to Github Pages.
Read More >>In this article I will cover recent progress on my project, Chrysalis.
Read More >>In this article I will discuss the process I followed and the results of integrating the EnTT Entity Component System (ECS) into Chrysalis.
Read More >>In this article I will cover the changes I made to Chrysalis for the release of CRYENGINE 5.3. Some were required due to old code being deprecated, others were simply improvements over the previous way of doing things.
Read More >>In this article I will introduce you to view management within CRYENGINE and then use the existing view management to build a camera manager, a first person camera and a third person orbit camera (action RPG style).
Read More >>Making an animated character move around the screen in CRYENGINE requires many thousands of lines of code and a lot of time and dedication. This series of articles will show you how to control a character animated in CRYENGINE Mannequin using C++ code.
Read More >>In this article I will try to cover the issue of source control, particularly for a CRYENGINE 3.7 project. I will touch on what it is, why you need it, and briefly on how to implement a decent source control system.
Read More >>On a large project, such as a game built using CRYENGINE, structure, clarity and consistency can provide decent gains in productivity by reducing the time it takes to comprehend and perform simple tasks. Blacklists and substitutions for Flowgraph Nodes are one way to improve these parts of your project.
Read More >>This article will introduce you to matrices, vectors and quaternions and how you
can use them for programming games using the
Earlier this week I wrote about CryEngine listener classes in a brief overview. I intimated that they are an excellent way to write code against the CryEngine SDK and today I want to go into more depth.
Read More >>In this article I will introduce you to event handling within CryEngine 3 and give a brief overview of the many listeners you can utilise within your project.
Read More >>This tutorial will help you add new actions into CryEngine 3 FreeSDK projects without needing to make any changes to the base code provided by CryTek.
Read More >>I’ve spent the better part of a week now learning about a new suite of technologies which I am interested in using to develop my TMO gaming framework.
Read More >>There’s a new love in my life, and she’s petite, versatile, responsive and
modern - it’s the language,
There’s a lot of confusion and disagreement about what makes for a RESTful design.
Read More >>A few weeks ago I decided to place my own projects on hold and join a team
working on a game - specifically the
Something that doesn’t seem to receive much coverage is what to do with all your awesome assets once you’ve made your game. You’re going to need to ship them to end users, and the best way is within a .PAK file.
Read More >>As you begin to learn how to program for CryEngine 3 you will run into a lot of barriers. The code is dense, filled with magic numbers, brimming with pre-processor code, macros, and templates and all sorts of traps.
Read More >>I’ve been working on my pet project for almost five months now and I must admit that some parts of the project are easier than others. I don’t actually get a choice about which parts I will try and deal with, but I do get a choice about the order in which it happens.
Read More >>To date I’ve been focusing on making my little zone with little regard for the world around it. Till now it’s been acceptable to know just the prime locale of the zone, but it’s been niggling at me that I don’t know it’s location on a world map, it’s climate, or even the location of the sun.
Read More >>At first blush terrain might seem like a fairly easy thing to be able to create, and at it’s simplest it might well be. Toss a few mountains about, some rolling hills, a valley or two, a little water, and you’re done - or are you?
Read More >>My first effort towards building a CTF style game went a little awry. I tried tinkering with the gameplay parameters and added in extra elements and came up with a hybrid that might be interesting when I get back to it. My big mistake though was to create a landmass about 8 times bigger than was really needed. Even using much of it for ocean, I was still left with these way too large spaces for the tight gameplay I wanted.
Read More >>I’ve been playing games for over 30 years now and I’ve seen them progress from simple text based games through all the iterations to give us the amazing looking games we have today. I have at times written my own games; most were very simple - due to the nature of the machines at the time.
Read More >>