XNA RPG - Learning XNA while building a RPG, a 26 part tutorial series. 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. Channel 9: Videos about the people building Microsoft Products & Services. Enagora intranet.
Math.NET Numerics Documentation. EndlessGame - Videojuegos, DirectX 11 y más... - Object Computing, Inc. - Java News Brief - March 2009. By R.
Mark Volkmann, Partner Object Computing, Inc. (OCI) last updated on 6/2/13 Contents Introduction The goal of this article is to provide a fairly comprehensive introduction to the Clojure programming language. Please send feedback on errors and ways to improve explanations to email@example.com, or fork the repository and send a pull-request. You said X, but the correct thing to say is Y. Updates to this article that indicate the "last updated" date and provide a dated list of changes will be provided at Also see my article on software transactional memory and the Clojure implementation of it at Code examples in this article often show the return value of a function call or its output in a line comment (begins with a semicolon) followed by "->" and the result. (+ 1 2) ; showing return value -> 3 (println "Hello") ; return value is nil, showing output -> Hello Functional Programming Functional programming is a style of programming that emphasizes "first-class" functions that are "pure".
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Published monthly in PDF, mobi, and epub formats by The Pragmatic Programmers, LLC, Dallas, TX, and Raleigh, NC. MSDN Magazine. Clojure Entity Component System. 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. Creating an Entity We will start off by creating some components for the entity. As you can see, create-comp allows multiple maps as its argument and does not allow overwriting of keys. Components support three special keys: :init, :destroy and :depends. :init and :destroy takes a function in the form of (fn [entity]) and is called when the entity is created or removed from game. This is very useful for example when interacting with the cell-grid of the game-map. Planet Clojure. Stack Overflow.