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In-depth look at WinRT

March 28, 2013

A little article I found Yesterday. It’s quite old but very interesting to read 🙂

Turning to the past to power Windows’ future: An in-depth look at WinRT

Turning to the past to power Windows’ future: An in-depth look at WinRT

Physics !

March 27, 2013

After several weeks of coding and a travel to Oslo (\o/), I was able to make a lot of progress in Kadma, and AirMess.

I implemented BEPU Physics into Kadma, the multi-threaded way. There are a lot of threads running in Kadma and restarting an Engline from scratch gave me the opportunity to try something I was never able to do in my XNA based Engine.

Physic

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Direct2D

March 27, 2013

One of the first thing to have when developing a 3D game is actually to be able to output text on the screen. This is a requirement if you want to display debug messages and basically know what’s happening without using break points everywhere.

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So, I finally got this whole thing about Light, HDR and Shininess to work. This was a needed feature because AirMess’ visuals used to play a lot on very bright scenes, and I’m trying to recreate this effect in Kadma Engine.

Image

Next : the Sky !