Just for fun, here’s AirMess, as it was presented for ImagineCup France 2012 Finals.

AirMess ScreenShoot  1

AirMess ScreenShoot  2

AirMess ScreenShoot  3

Note that it’s a .ccgame.
To be able to install it, you’ll need Microsoft XNA Framework Redistributable 4.0

Have fun 😉

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.


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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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Building Kadma

January 21, 2013

It has been almost one year since my last post, but I’m still alive (and so is AirMess).

A lot of things happened: I got my diploma (trust me, I’m an engineer), my prize for ImagineCup, and a job at Avanade were I’m still working on Microsoft Technologies but on a business side.

During that time XNA died and that’s one of the saddest technological moments I ever had. And I know, Microsoft didn’t say that XNA was dead, but for the last year nothing was announced or commented. If there was to be a future for XNA, it could at least be presented with Windows 8 but that wasn’t the case. So my bet is: it’s dead.

That was the time to try something else, and ShardDX showed up, shiny and beautiful with its DirectX 11 and Windows 8 support. That’s why I’m trying to take a new lead here, and to create a new engine from scratch on top of SharpDX.

Why not simply port my existing XNA Engine ?

  • It was designed as a DirectX 9 feature engine, with a lot of limitations and sometime awkward choices to get into the model. With DirectX 11 there are a lot of things that can be achieved in a simpler way (I’m not talking about fancy stuffs like tessellation, but reading the depth buffer is a start)
  • A lot of things were very bizarre, because I had to take a lot of shortcuts to stay on schedule for ImagineCup events
  • I’ve made a lot of progress in programming and architecture, and redoing a project is always a good manner to implement a better design
  • It’s the only way for now to get into Windows 8
  • Its fun 🙂

So that’s it. Right now I’m working in “reinventing” a content pipeline with an editor, but the path to get AirMess running again is still long and dangerous


Sometimes when you are developing a personal project you are adding stuff not because it was related to some greater objective, but just because you can. Because of that I have made a Survival Mode in my game when your challenge it to last the longer possible without hitting walls while your ship is accelerating more and more at each lap. At the end, I find it really fun so I decided to post a video here.

At the same time, the deadline for the Round 2 of ImagineCup is passed (at least in France) and after several days spent at making a video I’m glad to be able to take a break.

AirMess Gameplay Video

March 5, 2012

While the next deadlines approaches, I have been doing a lot of stuff to improve my project, but also to progress in my studies and what comes next … Nonetheless I wanted to show, at last, what the game really looks like during a race. I have been showing some images, a teaser, but never a whole video about the current gameplay and I thought it could be fun.

So there it is: AirMess, the gameplay video!

Oh btw: this is just for fun, not the actual footage I am planning to give to the jury 🙂

The results for the first round of ImagineCup France have been announced, and I was selected for the second round (hurrah ! \o/).

That being said, it’s time for a little video. Here comes AirMess !