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AirMess – Release 5

June 10, 2014

AirMess June (R5) Release available in the Windows Store!

AirMess

Get AirMess (Windows 8.1)

 

This time:

  • A completely new MENU UI (yep, the old one was ugly anyway)
  • HIGHSCORES!!

To emphasis a little more on the actual work that happened on the UI, it went from this:
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4

To this:
AirMess 5 UI
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And now the game is actually rendering 2 DirectX surfaces, one for the background of the menu and the other one for the game content. Each one is activated at the right time not to be burning the laptop away πŸ˜‰

Special thanks to Alexandre Saint Martin who helped with the design.

Have fun! πŸ™‚

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AirMess – Release 4

May 14, 2014

New release of AirMess available in the Windows Store!

AirMess

Get AirMess (Windows 8.1)

 

This time:

  • A completely new stage is now available: Canyon
  • A way simpler handling: the ships are now easier to drive and the turns have less inertia
  • A new game mode: Infinity.
    In this mode, the ship accelerate by itself but you loose shield when you hit the walls.
    The objective: go as far as you can without loosing your shield!

Because a video is always better, here’s AirMess R4.

Have fun! πŸ™‚

After an ImagineCup project, a reboot, a new job, a new country and months of silence, AirMess is finally available in the Windows Store!

AirMess

Get AirMess (Windows 8.1)

 

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 Β in the pipe for the next release, more ships (and maybe more technical details about how that happened :))

And of course, SharpDX rocks!

 

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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Let there be light !

February 20, 2013

I’m still building the fabrics needed to run Kadma. This week, it was lights.

Nothing fancy, my point is to make a game, not a technical lighting demo that some people more experienced and with more time already did several times πŸ™‚

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Β 

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Β 

Β 

Also got some old friends rendered πŸ˜‰Image

One of the first thing you have to do when converting a project from XNA to something else (let say, SharpDX) is reinventing yourself a way to load assets.

XNA had a great content pipeline providing ways to import and process everything in Visual Studio during the build process, and that was one of the key points of the simplicity of XNA. When going through the DirectX way, I had to basically reproduce the same thing myself.

There are some alternatives though. Some guys have implemented a content pipeline for Mono for example, but I wanted to do it myself as I’m not using Mono anyway. If you want to do the same thing, you might want to take a shortcut to load models, and that shortcut is AssimpNet. It’s a wrapper for a library specialized in loading 3d models. The next step is just to process the data from Assimp’s format to your own.

You might get it right:

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Or wrong …

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But still, it’s worth a try.