<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Software Development on Ivan Hawkes</title><link>http://blog.ivanhawkes.dev/tags/software-development/</link><description>Recent content in Software Development on Ivan Hawkes</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Sat, 21 Jun 2014 00:00:00 +0000</lastBuildDate><atom:link href="http://blog.ivanhawkes.dev/tags/software-development/index.xml" rel="self" type="application/rss+xml"/><item><title>Matrices, Vectors, Quaternions and CryEngine 3</title><link>http://blog.ivanhawkes.dev/programming/cryengine/matrices-vectors-quaternions-and-cryengine-3/</link><pubDate>Sat, 21 Jun 2014 00:00:00 +0000</pubDate><guid>http://blog.ivanhawkes.dev/programming/cryengine/matrices-vectors-quaternions-and-cryengine-3/</guid><description>&lt;p&gt;This article will introduce you to matrices, vectors and quaternions and how you
can use them for programming games using the
&lt;atitle="CryEngine" href="http://cryengine.com" rel="external"&gt;CryEngine SDK&lt;/a
&gt;. You will only need a basic
understanding of mathematics, beginner level c++ and a general knowledge of the
CryEngine SDK; in particular, the gamesdk.dll code which is written in c++.&lt;/p&gt;</description></item><item><title>CryEngine 3 System Event Dispatcher</title><link>http://blog.ivanhawkes.dev/programming/cryengine/cryengine-3-system-event-dispatcher/</link><pubDate>Sat, 15 Mar 2014 00:00:00 +0000</pubDate><guid>http://blog.ivanhawkes.dev/programming/cryengine/cryengine-3-system-event-dispatcher/</guid><description>&lt;p&gt;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.&lt;/p&gt;</description></item><item><title>Introducing CryEngine 3 Event Listeners</title><link>http://blog.ivanhawkes.dev/programming/cryengine/introducing-cryengine-3-event-listeners/</link><pubDate>Fri, 07 Mar 2014 00:00:00 +0000</pubDate><guid>http://blog.ivanhawkes.dev/programming/cryengine/introducing-cryengine-3-event-listeners/</guid><description>&lt;p&gt;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.&lt;/p&gt;</description></item><item><title>Adding New Actions to CryEngine 3 FreeSDK</title><link>http://blog.ivanhawkes.dev/programming/cryengine/adding-new-actions-to-cryengine-3-freesdk/</link><pubDate>Mon, 09 Dec 2013 00:00:00 +0000</pubDate><guid>http://blog.ivanhawkes.dev/programming/cryengine/adding-new-actions-to-cryengine-3-freesdk/</guid><description>&lt;p&gt;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.&lt;/p&gt;</description></item><item><title>How I Learned to Love Go (Language) And Stop Worrying</title><link>http://blog.ivanhawkes.dev/programming/how-i-learned-to-love-go-language-and-stop-worrying/</link><pubDate>Sat, 12 Oct 2013 00:00:00 +0000</pubDate><guid>http://blog.ivanhawkes.dev/programming/how-i-learned-to-love-go-language-and-stop-worrying/</guid><description>&lt;p&gt;There&amp;rsquo;s a new love in my life, and she&amp;rsquo;s petite, versatile, responsive and
modern - it&amp;rsquo;s the language, &lt;atitle="Go Language" href="http://golang.org/" rel="external"&gt;Go&lt;/a
&gt;. I&amp;rsquo;m still in
the honeymoon stage, getting to know the ways she likes to play and the things
she can do for me, but I can tell you now - it&amp;rsquo;s going to be a long romance.&lt;/p&gt;</description></item><item><title>The REST API Design Handbook</title><link>http://blog.ivanhawkes.dev/programming/the-rest-api-design-handbook/</link><pubDate>Sat, 12 Oct 2013 00:00:00 +0000</pubDate><guid>http://blog.ivanhawkes.dev/programming/the-rest-api-design-handbook/</guid><description>&lt;p&gt;There&amp;rsquo;s a lot of confusion and disagreement about what makes for a RESTful
design.&lt;/p&gt;</description></item><item><title>How to Make .PAK Files With Your Assets</title><link>http://blog.ivanhawkes.dev/programming/cryengine/how-to-make-pak-files-with-your-assets/</link><pubDate>Thu, 25 Jul 2013 00:00:00 +0000</pubDate><guid>http://blog.ivanhawkes.dev/programming/cryengine/how-to-make-pak-files-with-your-assets/</guid><description>&lt;p&gt;Something that doesn&amp;rsquo;t seem to receive much coverage is what to do with all your
awesome assets once you&amp;rsquo;ve made your game. You&amp;rsquo;re going to need to ship them to
end users, and the best way is within a .PAK file.&lt;/p&gt;</description></item><item><title>Building A Cheap Motion Capture Studio</title><link>http://blog.ivanhawkes.dev/posts/building-a-cheap-motion-capture-studio/</link><pubDate>Tue, 16 Jul 2013 00:00:00 +0000</pubDate><guid>http://blog.ivanhawkes.dev/posts/building-a-cheap-motion-capture-studio/</guid><description>&lt;p&gt;A while back I became interested in motion capture as a means to easily get
basic animations into the game I am working on. Using reasonably priced software
from &lt;atitle="Brekel Software" href="http://www.brekel.com/" rel="external"&gt;Brekel&lt;/a
&gt; and a cheap Microsoft
&lt;atitle="XBox Kinect" href="http://en.wikipedia.org/wiki/Kinect" rel="external"&gt;Xbox Kinect&lt;/a
&gt; camera you have
the beginnings of a motion capture setup.&lt;/p&gt;</description></item><item><title>Dealing With The Difficulty</title><link>http://blog.ivanhawkes.dev/programming/dealing-with-the-difficulty/</link><pubDate>Wed, 10 Apr 2013 00:00:00 +0000</pubDate><guid>http://blog.ivanhawkes.dev/programming/dealing-with-the-difficulty/</guid><description>&lt;p&gt;I&amp;rsquo;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&amp;rsquo;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.&lt;/p&gt;</description></item><item><title>Creating Interesting Terrain</title><link>http://blog.ivanhawkes.dev/programming/cryengine/creating-interesting-terrain/</link><pubDate>Sat, 23 Feb 2013 00:00:00 +0000</pubDate><guid>http://blog.ivanhawkes.dev/programming/cryengine/creating-interesting-terrain/</guid><description>&lt;p&gt;At first blush terrain might seem like a fairly easy thing to be able to create,
and at it&amp;rsquo;s simplest it might well be. Toss a few mountains about, some rolling
hills, a valley or two, a little water, and you&amp;rsquo;re done - or are you?&lt;/p&gt;</description></item><item><title>Overcoming Inertia</title><link>http://blog.ivanhawkes.dev/posts/overcoming-inertia/</link><pubDate>Fri, 18 Jan 2013 00:00:00 +0000</pubDate><guid>http://blog.ivanhawkes.dev/posts/overcoming-inertia/</guid><description>&lt;p&gt;A few weeks have passed with very little development occurring. I have hit that
most dangerous of problems, the lack of inertia.&lt;/p&gt;</description></item><item><title>Sunset Oasis</title><link>http://blog.ivanhawkes.dev/programming/cryengine/sunset-oasis/</link><pubDate>Mon, 26 Nov 2012 00:00:00 +0000</pubDate><guid>http://blog.ivanhawkes.dev/programming/cryengine/sunset-oasis/</guid><description>&lt;p&gt;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.&lt;/p&gt;</description></item><item><title>CryEngine3 and UDK3</title><link>http://blog.ivanhawkes.dev/programming/cryengine/cryengine3-and-udk3/</link><pubDate>Sun, 11 Nov 2012 00:00:00 +0000</pubDate><guid>http://blog.ivanhawkes.dev/programming/cryengine/cryengine3-and-udk3/</guid><description>&lt;p&gt;I&amp;rsquo;ve been playing games for over 30 years now and I&amp;rsquo;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.&lt;/p&gt;</description></item></channel></rss>