September 26, 2014
AirMess R8 is now available, on Widows 8 RT, Windows 8 Desktop and of course Windows 7 !
Windows 8 RT
Windows Desktop (Windows 7 and 8)
As usual, if you are using it on Windows 7, you’ll need to make sure to have the latest updates:
- Platform update for Windows 7 SP1 and Windows Server 2008 R2 SP1, which update the DirectX API
- .NET Framework 4.5, that the game uses
What’s in the box?
This time, the revolution is for the Desktop 🙂
July 6, 2014
I coded a little motion blur effect that will be available in the next AirMess release (if you are running a DirectX 10+ level graphic card). It was implemented using this technique from nVidia.
I also greatly improved the performances of the game when running on down level graphics by having both a DirectX 10+ renderer and a DirectX 9 renderer but … this isn’t a perfect solution:
- The rendering quality it obviously less than the DX10+ one
- Can achieve a solid 30 fps on some x64 tablets but I couldn’t get more than 12 fps on the original Surface RT. On that one I’m actually CPU bound rather than GPU bound …
- The game will try to auto-detect the best settings but you can still override them later on
But still, the next monthly release should happen this week and also brings new weapons 🙂
April 1, 2014
After an ImagineCup project, a reboot, a new job, a new country and months of silence, AirMess is finally available in the Windows Store!
It’s still in a very early stage (even compared to the previous ImagineCup project), but hopefully there will be incremental on a regular basis.
Already in the pipe for the next release, more ships (and maybe more technical details about how that happened :))
And of course, SharpDX rocks!
September 28, 2013
I always wanted to try GPGPU programming but never had the opportunity and doing business applications in .NET doesn’t really helps doing that (still, there are people doing this in high frequency trading applications but that’s not my case).
But for a game, this is completely different.
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.
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.