Programming

Facebook Twitter
XNA RPG - Learning XNA while building a RPG, a 26 part tutorial series | Coding4Fun Blog XNA RPG - Learning XNA while building a RPG, a 26 part tutorial series | Coding4Fun Blog E3 2011 is a little more than a month away, the expo where nearly all the cool gaming news comes out. There's rumors that there's news coming about development "stuff" for the XBox 360 and E3 seems like the logical time for that news to be released. To give you a leg up and help you catch that wave, today's post is curtsey of Jamie McMahon and his very cool XNA Game Programming Adventures, XNA 4.0 RPG Tutorials series. The series takes you from install to a playable 2D RPG with each in the series building on the last. The tutorial includes not only building the game but a game/level editor too.
User account | enagora intranet
Math.NET Numerics Documentation
Ha pasado más tiempo del que me gustaría desde que escribí el anterior post sobre la inicialización de Direct3D, pero es que hacía mucha calor para ponerme a redactar… espero me comprendan, ejem. De hecho, el código expuesto aquí lleva escrito desde hace un mes. Pero vamos al lío, que no hay tiempo que perder. En éste post mostraré el tortuoso camino hacia la visualización de elementos geométricos, desde donde lo dejamos. Hasta ahora teníamos 4 interfaces de objetos correctamente inicializados: ID3D11Device, IDXGISwapChain, ID3D11DeviceContext e ID3D11RenderTarget. Esto era suficiente para poder arrancar la maquinaria de Direct3D y rellenar el área de cliente de la ventana con un color para probarlo; sin embargo, en el paso 4, que era el último, sería lógico incluir algo que necesitaremos en adelante, que es la asociación del render target al device context: EndlessGame - Videojuegos, DirectX 11 y más... - EndlessGame - Videojuegos, DirectX 11 y más... -
Object Computing, Inc. - Java News Brief - March 2009

Object Computing, Inc. - Java News Brief - March 2009

by R. Mark Volkmann, Partner Object Computing, Inc. (OCI) last updated on 6/2/13 Contents
Read Our Magazines Read Our Magazines Each month, PragPub editor Michael Swaine brings you a magazine packed full of interesting articles, features, and departments. Free copies of the first 49 issues are available here; you can download in PDF, mobi (good for the Kindle), and epub (great for most other readers and better looking, too). Subscriptions and current issues are available at http://theprosegarden.com. Except where otherwise indicated, entire contents copyright © 2011 The Pragmatic Programmers. Feel free to distribute this magazine (in whole, and for free) to anyone you want. However, you may not sell this magazine or its content, nor extract and use more than a paragraph of content in some other publication without our permission.
Clojure Entity Component System | resatori Clojure Entity Component System | resatori Overview This link gives a great introduction to an entity component system.My system just evolved out of need and contains only features that I needed in my game. The System An entity consists of multiple components and nothing else. A component is just a map which also holds the :entity-id and its :type.
Planet Clojure Planet Clojure I’ve been playing around with Light Table since the day its source code was released (even made a tiny Ruby plugin). First of all, Light Table is based on the BOT architecture. Which means there are three core concepts: behaviors, objects and tags. If you have any experience with Node.js or event driven programming, you’ll have an easy time understanding the concepts.