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! Continue Reading →
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. Continue Reading →
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!! Continue Reading →
Blender, X format, vertex colors I recently gave up on using the Milkshape 3D modeller, and switched to Blender instead. Continue Reading →
Virtual File System + zlib integration I’m currently trying to optimize resource loading before starting a full level design swing on my 3D shooter. Continue Reading →
libPNG integration I decided to integrate libPNG while I was tracking a memory leak that seemed to originate from the SOIL image library. Continue Reading →
Rendering Strategy I recently optimized the rendering in Shoot, and came out with something faster yet with a very simple implementation. Continue Reading →
Shoot Engine Demo Video I made a video to show the current progress of the Shoot Engine. Continue Reading →
XBOX 360 Support Since creating the iPhone port, I added more features to the engine such as a Particle System and Skyboxes. Continue Reading →