In this post I will show off a project that I worked on as part of my masters degree in games programming.
The purpose of this project was to take a retro video game and reinvent it for the modern age across multiple platforms(Windows, PSP and PS3), the game that was chosen was Armour Attack on the Vectrex. This project was broken up into three stages.
Stage1: Recreate the retro version of the game on windows.
Stage2: Create an evolved version of the game that is deployable to windows and PSP.
Stage3: Port the stage 2 retro game over to the PS3.
The videos below show are there to show the game on all three platforms.
Please note that I cannot provide source code for this project as I am under an NDA from Sony that I signed so that I could use their Dev Kits so sorry.
Also I apologize for the poor video quality of the PSP and PS3 videos the only way I could record the video was on my laptop webcam, believe me I tried everything else but the Uni did not have any recording software on the computers.
[Video:1][Evolved windows overview]
Tuesday, 4 October 2011
Saturday, 1 October 2011
My Custom C/C++ Map Container
Here is the code for a C/C++ templated map container that I created, feel free to use it at your own leisure. It offers functionality similar to the STL Map container.
I have used this map in some of my projects on this blog to create resource management classes that ensure that mulitple instances of the same resource are not loaded.
Note you will need my Vector Container to use this Map beacuse the map uses the vector to store the elements.
Note 2 unlike other map containers this map does not sort its elements into order just because I could not be bothered to implement it at the time, its not too difficult so why not give it a try if you think you are up to it. Hint use the operators "<" ">" "==" when you successfully add a new element.
Map.h - This is the Header File:
Map.inl - This is the INL File:
Heres is a snippet of code showing how to use the map container, its pretty simple to follow. There is a #defines "FOR_EACH_MAP" that you can use if you want to make writing iteration code easier.
If you find any errors, problems etc.... with this, please use Google first however if Google does not help my E-Mail adress is matthewgolder@hotmail.co.uk.
I have used this map in some of my projects on this blog to create resource management classes that ensure that mulitple instances of the same resource are not loaded.
Note you will need my Vector Container to use this Map beacuse the map uses the vector to store the elements.
Note 2 unlike other map containers this map does not sort its elements into order just because I could not be bothered to implement it at the time, its not too difficult so why not give it a try if you think you are up to it. Hint use the operators "<" ">" "==" when you successfully add a new element.
Map.h - This is the Header File:
Map.inl - This is the INL File:
Heres is a snippet of code showing how to use the map container, its pretty simple to follow. There is a #defines "FOR_EACH_MAP" that you can use if you want to make writing iteration code easier.
If you find any errors, problems etc.... with this, please use Google first however if Google does not help my E-Mail adress is matthewgolder@hotmail.co.uk.
My Custom C/C++ Vector Container
Here is the code for a C/C++ templated vector container that I created, feel free to use it at your own leisure. It offers functionality similar to the STL Vector container.
Vector.h - This is the Header File:
Vector.inl - This is the INL File:
Heres is a snippet of code showing how to use the vector container, its pretty simple to follow.
There are two #defines "FOR_EACH_VEC" and "FOR_EACH_VEC_REV" that you can use if you want to make writing iteration code easier.
If you find any errors, problems etc.... with this, please use Google first however if Google does not help my E-Mail adress is matthewgolder@hotmail.co.uk.
Vector.h - This is the Header File:
Vector.inl - This is the INL File:
Heres is a snippet of code showing how to use the vector container, its pretty simple to follow.
There are two #defines "FOR_EACH_VEC" and "FOR_EACH_VEC_REV" that you can use if you want to make writing iteration code easier.
If you find any errors, problems etc.... with this, please use Google first however if Google does not help my E-Mail adress is matthewgolder@hotmail.co.uk.
Tuesday, 27 September 2011
F4D Blitz
This is a solution that was created as part of my dissertation at the University of Hull. The brief for this dissertation reads.
“Nintendo's Mario Kart has been a popular racing game ever since Super Mario Kart was release on the Super Nintendo Entertainment System (SNES) in 1992. The aim of this project is to produce a physically based racing game similar to the Mario Kart games. There will be the opportunity to create detailed models produced by scanning Mario Kart models using the Minolta 3D laser scanner.”
This is the second project built for my dissertation, this project uses shapes for collisions objects, the kart itself uses ray casting for the wheels collision and suspension.
Video to come soon:
[----DOWNLOAD LINK----]
“Nintendo's Mario Kart has been a popular racing game ever since Super Mario Kart was release on the Super Nintendo Entertainment System (SNES) in 1992. The aim of this project is to produce a physically based racing game similar to the Mario Kart games. There will be the opportunity to create detailed models produced by scanning Mario Kart models using the Minolta 3D laser scanner.”
This is the second project built for my dissertation, this project uses shapes for collisions objects, the kart itself uses ray casting for the wheels collision and suspension.
Video to come soon:
[----DOWNLOAD LINK----]
F4DKart Project
This is a solution that was created as part of my dissertation at the University of Hull. The brief for this dissertation reads.
“Nintendo's Mario Kart has been a popular racing game ever since Super Mario Kart was release on the Super Nintendo Entertainment System (SNES) in 1992. The aim of this project is to produce a physically based racing game similar to the Mario Kart games. There will be the opportunity to create detailed models produced by scanning Mario Kart models using the Minolta 3D laser scanner.”
This was the original project that I made, it attempted to perform collision detection and response using Tri-Meshes however the collision response did not work and due to time constraints the project had to be scrapped, in favor of an easier solution.
Video Demo:
[----DOWNLOAD LINK----]
“Nintendo's Mario Kart has been a popular racing game ever since Super Mario Kart was release on the Super Nintendo Entertainment System (SNES) in 1992. The aim of this project is to produce a physically based racing game similar to the Mario Kart games. There will be the opportunity to create detailed models produced by scanning Mario Kart models using the Minolta 3D laser scanner.”
This was the original project that I made, it attempted to perform collision detection and response using Tri-Meshes however the collision response did not work and due to time constraints the project had to be scrapped, in favor of an easier solution.
Video Demo:
[----DOWNLOAD LINK----]
F4DGraphics Project
This is the solution for a piece of coursework from the first semister at the University of Hull. The description read:
"The aim of this coursework is to produce a graphics demonstration programme written in C++. The demo programme will use C++, GXBase and OpenGL and demonstrate a number of the algorithms and techniques developed within the modules 08960 and 08961. The final programme will have a number of modes of operation driven both from a script file and through user interaction."
Video Demo:
[----DOWNLOAD LINK----]
"The aim of this coursework is to produce a graphics demonstration programme written in C++. The demo programme will use C++, GXBase and OpenGL and demonstrate a number of the algorithms and techniques developed within the modules 08960 and 08961. The final programme will have a number of modes of operation driven both from a script file and through user interaction."
Video Demo:
[----DOWNLOAD LINK----]
Monday, 26 September 2011
Masters Degree Dissertation Update Videos
These Videos were recorded during my dissertation whilst studying for a Masters Degree in Games Programming at the University of Hull. They were intended to show my project supervisor how the project was progressing.
The aim of the dissertation was to create a Physically based Mario Kart racing game, the only requirement was that it had to be built using C++, other than that the develpment process was up to me.
This series of videos shows how the project changed from my initial plan due to problems encountered and how they have been overcome to produce a final product.
Video 1:
Video 2:
Video 3:
Video 4:
Video 5:
The aim of the dissertation was to create a Physically based Mario Kart racing game, the only requirement was that it had to be built using C++, other than that the develpment process was up to me.
This series of videos shows how the project changed from my initial plan due to problems encountered and how they have been overcome to produce a final product.
Video 1:
Video 2:
Video 3:
Video 4:
Video 5:
Thursday, 30 September 2010
SphereSmash Project
Here is a video showing a small project that I am working on within Microsoft XNA called SphereSmash it is an updated version of a game that I worked on during my first year at University, hopefully it is something that I can put together quickly and release for the community.
F3D Engine Update +Download
Here is an update Video for the F3D Engine. You can now download a playable version of the F3D Engine, there will be two versions one that requires an install and one that does not, both are about a gigabyte in size just because of the video files that are in the content pipeline.
[----DOWNLOAD LINK----]
[----DOWNLOAD LINK----]
Friday, 11 June 2010
My Last Stand First Concept
This is a video for the Game that I was working on during my second and third year. However I have broken the game a lot when I tred to improve it so for now this is all that it can do, it could previously do alot more, but oh well.
F3D [v0.5] Ray Casting And Bounds
Hey is an example of the Ray Casting and Bounding Volume systems implemented in the F3D Engine version 0.5.
Sunday, 6 June 2010
Old F3D Engine Videos
Here is a video playlist of some old videos that I have on my Youtube account, these videos are for when I was showing of my Game Engine in its initial stages.
Fight Through Terror Year 2 Mod
Here is a Video Link to a walkthrough of my Year 2 Mod named Fight Through Terror.
These videos were made roughly a month ago so the commentry is old but thats nothing to worry about. The key features of this Mod were that I created custom weapon Classes and custom HUD classes.
These videos were made roughly a month ago so the commentry is old but thats nothing to worry about. The key features of this Mod were that I created custom weapon Classes and custom HUD classes.
Welcome
Hello everybody my name is Matthew Golder, I am a recent graduate at the University of Greenwich where I studied for a BSC (Hons) Computing wit Games Developemet.
On this blog I will be posting general stuff about work and games that I am working on.
I will try to make this blog as active for the viewers as possible so feel free to comment and such thanks.
Matthew Golder
On this blog I will be posting general stuff about work and games that I am working on.
I will try to make this blog as active for the viewers as possible so feel free to comment and such thanks.
Matthew Golder
Subscribe to:
Posts (Atom)