Cygon

Author's details

Name: Markus Ewald
Date registered: January 21, 2012
URL: http://blog.nuclex-games.com

Latest posts

  1. An Opinion on Unity 3D — October 19, 2013
  2. Using Wacom Touch Gestures in Unsupported Applications — September 5, 2013
  3. Why you should Indent with Spaces — February 27, 2013
  4. First SSD Killed. Yay. — October 28, 2012
  5. Spell and Grammar Checkers — October 5, 2012

Most commented posts

  1. Aligning an SSD on Linux — 40 comments
  2. Ogre 1.8.0 for WinRT/Metro — 37 comments
  3. The Meaning of 100% Test Coverage — 16 comments
  4. Using Wacom Touch Gestures in Unsupported Applications — 14 comments
  5. Ogre 1.8.0 RC1 for WinRT/Metro — 13 comments

Author's posts listings

Jun
12
2012

How to Delete Directories Recursively with Win32

Well, while I’m at it, here’s the counterpart to the recursive directory creation function from my last post, a function that recursively deletes a directory and all its contents. Ordinarily, you could just use the shell API to achieve this on classic Win32: /// <summary>Deletes a directory and everything in it</summary> /// <param name=”path”>Path of …

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Jun
12
2012

How to Create Directories Recursively with Win32

As I just found out, the CreateDirectory function on Win32 can only create one directory at a time. If one, for example, specifies C:\Users\All Users\FirstNew\SecondNew as the directory to create, and both FirstNew and SecondNew do not exist, then CreateDirectory() fails. That’s less than ideal for some cases. Recently, for example, I wanted my game …

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Jun
04
2012

Visual Studio 2012 Express – Metro Only?

Screenshot of the Eclipse IDE compiling a C++ project using MingW
This post’s title says it all. I’ve just installed the Windows 8 Release Preview with Visual Studio 2012 RC. Just like in the previous release, Visual Studio 11 Beta, the Express edition does not contain any plain Win32 project templates, only ones for Microsoft’s new Metro UI. This is a pretty scary situation for me: …

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Apr
07
2012

Perfectly Accurate Game Timing

Illustration of the tick variance shown by a timer using Bresenham's Line Algorithm
These days, I designed a timing system for my game. Doesn’t really sound impressive, eh? The problem with accurate timing, apart from hardware faults making timers change speed or jump back, is to resample a high-frequency clock running at 3+ MHz to the update rate your game is running with. The naive approach would be …

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Mar
29
2012

Ogre 1.8.0 RC1 for WinRT/Metro

Screenshot of the main dialog of the Windows App Certification Kit (ACK)
Here’s an interesting hypothesis: when Apple started its App Store, it was the El Dorado of software developers. Now Microsoft is adding an App Store to Windows 8. The Windows user base is huge, much larger than even the number of people running around with iPhones in their pockets (some estimates I came across average …

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Mar
20
2012

How to Consume DLLs in a WinRT/Metro Project

Screenshot showing where to find the output directory setting in a Visual Studio 11 project
Yesterday, I published a small guide on how to consume DLLs in Visual C++ that explained how to best integrate a third-party library into a Visual C++ project. This is a follow-up article for Visual Studio 11 Beta users that contains the additional steps required to consume a normal (non WinRT Component) DLL in a …

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Mar
19
2012

How to Consume DLLs in Visual C++

Screenshot of Visual C++ compiling a project and automatically copying referenced binaries into the build target directory
For the C++ game programmer, there’s a huge collection of Open Source and commercial libraries available doing all kinds of things from simulating physics, reading common image formats or storing your data to rendering cutting-edge 3D graphics. But consuming those libraries in you own applications is often accompanied with a bit of hazzle since you …

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Mar
16
2012

IslandWar: Animating Turrets

Screenshot of Blender showing my bone naming scheme
Given that a lot of my game involves turrets attacking and defending, after setting up my water plane and a small height-mapped island in it, the next thing I attempted was to import an animated turret in a way that lets me control its orientation and elevation from code. To start with, I already used …

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Mar
13
2012

IslandWar in Unity

I decided to give an old project of mine another try. Back in 2007, after I finished my freeware game Ball Race, I ventured forth to create my first indie title, IslandWar. This is what gave rise to a lot of the classes that can now be found in my Nuclex Framework, including the GUI …

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Feb
29
2012

Windows 8 Consumer Preview

The Windows 8 Consumer Preview just went live. According to Microsoft, this is a stable public preview, not a beta. I’m still in the process of downloading it, but in a presentation, Microsoft claimed a large number of changes since the Windows 8 Developer Preview last years. Oh, and all apps in the Windows Store …

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