Building a Self-Racing Race Car – The Journey Begins

Matthew_v1

Hello World!

So today I have decided to actually begin a write up on where I’m headed.  Its taken a long while to come up with what my next adventure after food trucks was going to be, especially with all of the things you can do with embedded technologies and machine learning.  So here it is, a self driving race car.

In this article I aim to lay out the high level plan of attack for what my team and I are building and some of the direction on where we are headed.

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3D Game Dev Starter Kit – Unity3D

Wide434x210

Pretty Cool, huh?

So from what I’m seeing around in the various communities, the hardest thing with video game development is, “Where do I start?”  Well, I’ve decided to answer that question.  With this kit! https://onedrive.live.com/redir?resid=BA8DC4B28555902A!1496&authkey=!AACNnQmRmY0GGkg&ithint=file%2czip

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Note About Writing Shaders for Windows

customShader
So you want to write your own shaders do you? OK, I agree, custom shaders really changes the way the game looks. You can quickly and easily stylize your game to look very different from all the other games with a few simple shaders applied to your models and sprites.  But you have to write them well.  I have helped port a few games over to windows the past few days (5 I think).  Anyways, all 5 games had issues with their custom shaders on windows.

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Persistent Game State and Switching Scenes – Memory Leaks and Crashing!

TitleScene

So I wanted a really cool menu scene where I have actual characters from the game and a 3D world as the backdrop.  You can see the image above for an example.  When you click New Game, the camera zooms in on a single character with the others slightly out of view on either side but still visible.  Swiping left or right takes you to the next character you can choose.  While you are on a character, you can interact with the character via normal input, switch between attack and spell phases, create a minion etc.  These characters are powered off of the same state management system that centrally controls the state of my game.  This same system also includes my event management system, which is also persistent.

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