Amine Rehioui
Amine Rehioui
Making video games & creation engines
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VLAD Heavy Strike coming soon!

After a little more than a year in development, I finally managed to wrap up my space shooter despite a hectic schedule at work and only working on it part time!

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151 Words | Comment

QuadTree Partitioning

After noticing performance drops as a result of Level 1 becoming bigger, I implemented QuadTree Partitioning to make sure that only part of the level is rendered and updated at any given time.

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257 Words | 2 Comments

Get file change notifications in C++ (using C#’s FileSystemWatcher)

In order to make the workflow in ShootEditor more efficient, I speeded up the process that takes places after a resource is changed (textures, mesh, shaders (Yes Shaders!!

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467 Words | Comment

Blender, X format, vertex colors

I recently gave up on using the Milkshape 3D modeller, and switched to Blender instead.

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166 Words | Comment

60 FPS Optim: 16bit Textures and Mipmapping

My game now runs at 60FPS on iPod!

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Virtual File System + zlib integration

I’m currently trying to optimize resource loading before starting a full level design swing on my 3D shooter.

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621 Words | Comment

libPNG integration

I decided to integrate libPNG while I was tracking a memory leak that seemed to originate from the SOIL image library.

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553 Words | Comment

Rendering Strategy

I recently optimized the rendering in Shoot, and came out with something faster yet with a very simple implementation.

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Shoot Engine Demo Video

I made a video to show the current progress of the Shoot Engine.

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XBOX 360 Support

Since creating the iPhone port, I added more features to the engine such as a Particle System and Skyboxes.

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716 Words | Comment

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