Random Dungeon Generation

Javascript Demo If you want to see this in action, you can find a javascript version of the algorithm described in here that runs in your browser over here. Introduction Ever since playing my first dungeon crawler (which must have been “Eye of the Beholder” if I remember correct, but there have been a lot of them in my early gaming days) I wanted to do something similar. And in my first years of coding I even started several dungeon crawlers (using Turbo Pascal under DOS), but none of them really took off due to several reasons. [Read More]

Newton SDL demos updated to 2.16

After several requests and after updating the headers, I decided to release updated sources for the SDL developer demos showcasing some of Newton’s features. Those updated demos (including sources) should be useful to both starters (to see how Newton 2.00 works) and people that already used 1.53, as there haven been some changes. So the following demos now also have sources for Newton 2.00 : “Demo 01 - Basic demo”, “Demo 02 - Joints” and “Demo 03 - Buoyancy”. [Read More]
newton 

New staff / transfer market window and more on staff experience

After a long time without updates on “Phase 2” of Projekt “W” (due to the fact that I just haven’t had time to work on it), I got around doing some work on it in the recent days and** finished the overhaul of the staff / transfer market window**. As mentioned in my recent postings on “Phase 2”, all the windows will be revamped to make them look more like they’re in a game rather than in some kind of office application for windows. [Read More]

Newton header updated (again)

After updating some of my projects to the recent beta of Newton **I decided to revert back to the original header format, using only one file **(NewtonImport.pas) instead of the three from the last update (which was a result of Stucuk updating the headers and splitting them in order to easily use them with his own wrapper). So I uploaded a new package for the headers, now only containing one header (NewtonImport. [Read More]
newton 

Newton 2.15 (beta) headers uploaded

From my lack of recent updates it should be pretty clear that I don’t have much time (or better : pretty much no time at all) for my programming stuff, so over the past few months I also had no time to release updated headers for the beta releases of the Newton Game Dynamics Engine. As of now there have been many beta releases and the current one is 2.15. In my abscence Stucuk was the one that took care of that situation and released several headers for the numerous betas of NGD. [Read More]
newton 

Status update on "Phase 2"

After taking a longer break from coding (it’s been almost four months since my last update on “Phase 2”) I returned to coding last week. Followers of my work might already know that I sometimes take longer pauses from development, mostly when either my motivation or my inspiration is gone, and as for this longer break it was connected to both. After implementing the nuke shown on my last update I actually wanted to start full work on the global projects, but without inspiration for what projects to do and how to implement them into the sourcecode I decided to take a break. [Read More]

New screenshot gallery : WipeOut HD fury (PlayStation 3)

Right now I’m taking a break from coding and when I get the time I prefer to spend it in front of my shiny PlayStation 3. One of the first games I got for it (I even got me a credit card to be able to buy it on the PSN) was WipeOut HD, a futuristic hover racer. It’s looking gorgeous and I’ve been having a blast playing it. Recently the addon called “Fury” was released, and for just 10€ you get a lot of new content (8 new tracks, 13 new ships, a new campaing, new game modes, new music, and more) and I decided to take some shots with the ingame photo-functionality. [Read More]
gaming 

Pascal Gamer Magazine Issue 1

Jason McMillen (aka “Will”) from Pascal Game Developement has put a lot of effort into getting together the first issue of the “Pascal Gamer Magazine”, an online published free magazine showcasing the state of the pascal game development scene (which actually includes me as I’m using Delphi for development). The first issue is filled with a lot of interesting stuff, and when Jason approached me for an interview and a feature about “Projekt W” I couldn’t resist. [Read More]

Prototyping nukes (including HD video) - Updated

Update : Some people complained that the explosion didn’t look realistic, and after watching videos of real nukes I guessed they we’re right. So I revamped the explosion to make it look more realistic in itself, as well as adding several effects like a screen blind and shaking. So enjoy the new video below, it’s much better than the old one! After releasing my explosion texture generator, I guess it’s now time to show you what I’ve been using it’s textures for. [Read More]

New tool : Explosion Texture Generator

While working on the global project feature of “Phase 2” for Projekt W, which will include weapons of mass destruction, and therefore some explosions, I needed a nice looking explosion texture with a working alpha channel. Sadly all the freeware explosion generators I tried did not offer a way to export the animation into a format with an alpha channel and moreover weren’t very flexible at all (especiall in terms of texture resolution or grid size). [Read More]