Author Archives: Mark

Unity Blaster – Intermediate

So this weekend work continues on the Blaster Project.  Dan has made some new art for explosions and blocks.  We’ve cleaned up a lot of the prefabs and written a lot of new code.  I replaced my previous cube matrix … Continue reading

Posted in Games

Unity Blaster – The Basics

We will be taking a quick break from our own engine to try out Unity3d!  In an effort to learn how the unity engine works, I’ll be making a very simple game with a working title of Blaster. Unity work … Continue reading

Posted in Games

Spectre Editor – Texture Cubes

For the past two weeks I’ve been working on getting skybox support working.  This has required quite a bit of work, but its finally starting to work.  I had to create a Textured Cube, and write a CubeMapped shader.  Details … Continue reading

Posted in Games, Spectre Level Editor

Spectre Editor – Color pickers

Today I focused on fixing up the color picker. I ended up going with http://www.codeproject.com/Articles/406126/WPF-ColorPicker-and-BrushEditor.  I did have to make some modifications to get it working the way I wanted it to.  But its looking pretty good.  Of course while working … Continue reading

Posted in Games, Spectre Level Editor

Spectre Editor – First pass Scripting

As with most games, it helps to be able to set up complex levels using various scripts.  Most editors have something like this.  So this week I’ve been working on getting the Scripting layer added.  I decided to go with … Continue reading

Posted in Games

Spectre Editor – New Models, New views

This week I’ve been working on cleaning up the library panel.  I’ve changed it so that It can compare what is in the library vs what is on disk.  It will allow you to add to the library any files … Continue reading

Posted in Games

Spectre Editor – Stability, IFL, Improved FBX

Today I worked a little bit on the stability of the multi-threaded setup.  There were a few race conditions between the event system and the renderer which were causing crashes, those have been ironed out now.  I also improved our … Continue reading

Posted in Games, Spectre Level Editor

Spectre Editor – Minor GUI Updates

This week, I worked on fixing up the GUI experience. Now, the World Nodes and linked with the visual nodes in both directions.  So you can select an object and it will highlight the node, and or you can select … Continue reading

Posted in Games, Spectre Level Editor

Spectre Editor – Manipulators – Transitions – Multi-Scene Support

This week, I worked hard on fixing our multi-scene support.  At first, I had planned to have a separate window for every scene, its own tab, and with its own instance of Mono Game running. But it turns out MonoGame … Continue reading

Posted in Games, Spectre Level Editor

Spectre Editor – Movement and Reskinning

This week Dan and I worked on the look and feel of the editor.  Dan created some nice new assets for editing and placing objects while I hooked in the code to make it act as you would expect.  Overall … Continue reading

Posted in Games, Spectre Level Editor