Posts tagged C++
Urban Race has been freed
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A few months ago I developed Urban Race, a very simple (and quite lame) time attack racing game using XNA. It was a University project so I couldn’t release the source until it was graded but then, I totally forgot about it. Recently, a reader asked me to publish the source and here we are. Please, bare in mind it’s for educational purposes, it was developed in one month without previous knowledge of neither C# or XNA and it’s not intended to be a fully playable product.
I usually document my projects with Doxygen and several articles or tutorials, this time has been different. At least I’ve uploaded a PDF file with the documentation I submitted for my project to be graded. You’ll have to excuse me for lack of further and more accessible documentation but I don’t have much time now and, prior to this moment, I didn’t think this game was worth making public.
Anyways, you can freely access the source, reuse components and re-share. Bare in mind that the code is under GPL v3 and the media is under Creative Commons 3.0 BY-NC so, please, stick to their conditions.
Recent projects and future changes
0Lots of stuff has happened since I last posted something here. Crazy Eramus life, you want to do everything: projects, social life, studying… So, logically, the blog has been a little bit left behind. I just wanted to post a quick update about the two university projects I’ve been working on recently:
- Laterdroid: Read it Later client for Android created using the official SDK.
- Urban Race: time attack racing game developed using C# and the XNA framework.
For further information please go to each project’s page, you’ll find a more detailed description, screenshots, videos and download links. I was thinking of making both projects open source and upload them to a Google Code repository but I guess that’ll have to wait until they’re graded by the professors.
And now for something completely different…
Huge events have taken place recently, the dream has come true. Unfortunately, I can’t make anything public yet, I’ve only told my family and friends. However, I’ll soon post something on that matter.
Getting started with XNA: Urban Race
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As if I didn’t have enough work, I recently started another project which has an early deadline. For the Advanced Games Programming module here at Kingston University we have to develop a game for Windows and Xbox 360 using C# and the XNA framework. The final deadline was in a month counting from the start date and, halfway through the development, we had to show a demo. That’s how Urban Race began just a week ago, in this post I’ll talk about the game and my first impressions on XNA.
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Official open source PlayStation Move library
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Just a quick update: Sony has released moveme, an official and open source PlayStation Move API that enables developers to create Windows and Linux applications controlled using Sony’s famous wand. You can read more about the library in the following paragraphs.
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Flocking behavior demo
0I’ve just finished this simple flocking behavior demo based on the 3 Reynolds rules: separation, cohesion and alignment. It was part of a coursework for the Strategy & Intelligent Games module I’m taking here in Kingston University. I know it’s not precisely pretty but at least the boids are moving in a nice way. It’s written in C++ using the despicable Open Scene Graph library (such an uncomfortable API).
Features:
- 3 Reynolds rules: separation, cohesion and alignment.
- Collision avoidance.
- User interaction: dynamic mouse seeking or avoidance.
- Steering behaviors blending.
- Configurable parameters using an XML options file.
Most of the algorithms have been extracted from the Artificial Intelligence for Games book written by Ian Millington and John Funge. If you’re interested in the topic it’s totally a must read, I strongly recommend it.
STC: Sion Tower Collisions v0.1
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El siguiente objetivo en el desarrollo de Sion Tower era la implementación de un sistema de detección de colisiones. Hablamos de un apartado crítico en el desarrollo de un videojuego por la cantidad de cálculos que implica, hay que tener especial cuidado en ese sentido. Llevo un par de semanas trabajando en él de forma intensiva y al menos puedo decir que he conseguido algo que funciona. Les presento la versión 0.1 de STC: Sion Tower Collisions.
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Postmortem: Granny’s Bloodbath
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Granny’s Bloodbath fue el proyecto que desarrollamos tres compañeros para la asignatura Diseño de Videojuegos en la Universidad de Cádiz durante el segundo cuatrimestre del curso 2009/2010. Se trata de un juego open source de plataformas y acción de scroll horizontal en el que manejamos a una abuelita que trata de sobrevivir a una invasión zombie. Armada con su bastón y la escopeta de su difunto marido avanzaba por tres niveles con sus correspondientes escenas narrativas y el obligado final boss. En este articulo diseccionaré el desarrollo de Granny’s Bloodbath a modo de reflexión.
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Desarrollo de videojuegos con un Pong
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Cuando hace unos días escribía un artículo presentando a la Asociación de Desarrollo de Videojuegos de la Universidad de Cádiz (ADVUCA) comentaba que estábamos preparando nuestra primera actividad. El taller: “Introducción al desarrollo de videojuegos con un Pong” va viento en popa y se celebrará los días 22 y 25 de noviembre de 17:00 a 20:00 en la Escuela Superior de Ingeniería de Cádiz. Lo impartimos principalmente Alberto Cejas y yo aunque contaremos con el apoyo de varios compañeros más.
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Periplo por un entorno de trabajo para Ogre
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Estos días he estado tratando de establecer un entorno de trabajo multiplataforma para trabajar en los ejemplos de IberOgre y en el propio Sion Tower. Lo ideal, para mí, era poder compilar con herramientas libres y sin tener que depender de ningún IDE. Al no ser la forma habitual de desarrollar de la comunidad de Ogre, la documentación era escasa y acertar ha sido sorprendentemente complicado. Les contaré mi periplo:
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Guía de estilo para C++ de Google
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Cuando se programa es de suma importancia que el estilo sea uniforme, máxime, si trabajamos en un equipo de varias personas. Por si no supusiera suficiente esfuerzo comprender código ajeno aunque éste cuente con comentarios, hacerlo cuando cada desarrollador sigue su propio criterio puede ser una pesadilla. Es ahí donde entran en juego las guías de estilo. Hay muchas y ninguna tiene por qué ser mejor que otra a priori, no obstante, es recomendable ceñirse a una.