Posts Tagged ‘Sourcecode’
Phew, finally found some time to put up another post!
This week at Technikum Wien, we learned about network programming techniques and had the joy of meeting Cyrus Preuss and Jan Fietz, who came to Vienna to teach this challenging subject. While they’re NOT teaching, those two guys are working on Black Prophecy, which looks pretty impressive! To make the life of us students easier, they put together RakNet and OpenSteer to create EduNetGames – a framework for learning game network programming.
Apart from finding out how darn hard it is to make things move synchronised across a network, I started digging through Andre Weissflog’s Nebula3 engine, which looks pretty advanced and is written in a very clean and readable C++. It supports multicore systems, was successfully ported to all contemporary consoles (WII, PS3, XBox360) and also provides a stuff like a maya plugin. The documentation is also pretty decent and combined with blog posts and the sweet code style, it’s enough to get your head around the inner workings of Nebula3. So if you’re interested in game engine architecture – go get it, it’s free!
I’m going to host a workshop on game for a class of high school final graders at Technikum Wien. I’ll be talking about the game development process and the roles of the various people employed in a game development team. I don’t want to get too technical, but to show some basics of game and graphics programming, I prepared a little tutorial that will be part of the workshop. You can download the source code and all resources here and you will need Processing to run it. As soon as I’m finished with preparing the workshop slides, I’ll put them up too!
Progress on The Ball Game is great so far and I’m happy to announce my first blog post in our project blog. It’s about our camera behaviour, with sample source code!