Procedural Asteroids – Part 1

Procedural Asteroids – Part 1

Recently i started working on a spacegame. One of the goals is to create as much as possible procedurally, so an unlimited number of different universes can be created. In the end, the player should only set a seed, and then the whole game world will be created based upon this number. I can move […]

How to sort Lists in C# or: IComparer rocks!

Posted by on Feb 26, 2014 in Game Development, Programming | No Comments

For a game i’m working on i needed to sort cities based on the commodities that are sold in these cities. The list should be sortable by buy/sell price, estimated profit with current player cargo and city names. As my commodity and city classes are quite complex i feared that i would have to write […]

Procedural content generators vs human feelings

Cross post from gentlymad.org A Poem: All games play mad, small consoles. Gentlymad, developer, and gentlymad. Travel madly like a big console. All games play small, small games. The console rises like a big game. made with http://thinkzone.wlonk.com/PoemGen/PoemGen.htm As you can see, procedural content can be pretty unsatisfying sometimes. In fact, when it comes to text […]

How one step back can result in five steps forward

Posted by on Feb 26, 2014 in Game Development, gentlymad, Shader & Effects | No Comments
How one step back can result in five steps forward

Cross post from gentlymad.org While developing In Between we had the idea of a dynamically shattering a specific story scene into pieces. The scene should shatter based on the players position in the world and should react to it in realtime. We discussed the matter and came to the conclusion that we would create an animation in 3D […]