Monthly Archives: October 2010

A* Pathfinding

For my current project I’ve been working with A* as a path-finding solution. Basically it’s a way to get from point A to point B. This is used for AI in games mostly on tiled based games, It’s very simple

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A* Pathfinding

For my current project I’ve been working with A* as a path-finding solution. Basically it’s a way to get from point A to point B. This is used for AI in games mostly on tiled based games, It’s very simple

/ No comments

Super Meat Boy, meat dissection

I don’t usually write reviews about games, maybe mostly because I don’t play as often as I used to. Most games today are just graphics graphics, I use super shader ray-traced lights but I forgot gameplay because I’m a tech

/ No comments

Super Meat Boy, meat dissection

I don’t usually write reviews about games, maybe mostly because I don’t play as often as I used to. Most games today are just graphics graphics, I use super shader ray-traced lights but I forgot gameplay because I’m a tech

/ No comments

Tracking memory leaks in Visual Studio

I just discovered this useful piece of code for all who don’t have (including me) any memory leaks tracking code or software. I know there are other and better solution but this can be handy for quick findings without much

/ 6 Comments

Tracking memory leaks in Visual Studio

I just discovered this useful piece of code for all who don’t have (including me) any memory leaks tracking code or software. I know there are other and better solution but this can be handy for quick findings without much

/ 6 Comments

Cross-Platform engine progress

If you read my recent posts you know I’ve been bringing Basalt to C++. The plan is to support both DirectX and OpenGL render API’s and OpenGLES for iOS devices. I’m tired of porting stuff so I want to make

/ No comments

Cross-Platform engine progress

If you read my recent posts you know I’ve been bringing Basalt to C++. The plan is to support both DirectX and OpenGL render API’s and OpenGLES for iOS devices. I’m tired of porting stuff so I want to make

/ No comments

Using Isolated Storage to save/load files on Windows Phone 7

I’m seeing a lot of forum threads with people asking how to save/load files on Windows Phone 7, well for XNA 4 in general. You can use IsolatedStorage for that using System.IO.IsolatedStorage; Both save and load can be done by

/ 20 Comments

Using Isolated Storage to save/load files on Windows Phone 7

I’m seeing a lot of forum threads with people asking how to save/load files on Windows Phone 7, well for XNA 4 in general. You can use IsolatedStorage for that using System.IO.IsolatedStorage; Both save and load can be done by

/ 20 Comments

Vizati for iPhone is now available at App Store

People who follow me on twitter are probably aware, or maybe not: After 3 months tacking an iPhone port it was finally approved by Apple to the App store and it’s on sale today!!! Hypnotizing start… Buy buy buy…. On

/ One Comment

Vizati for iPhone is now available at App Store

People who follow me on twitter are probably aware, or maybe not: After 3 months tacking an iPhone port it was finally approved by Apple to the App store and it’s on sale today!!! Hypnotizing start… Buy buy buy…. On

/ One Comment

Framework consideration and new projects

Engine/Framework considerations I’m currently struggling with the decision of dropping or not XNA support for PC and just keeping it for WP7 and Xbox360 (if XBLIG ever comes to Portugal). Why? Well one of the reasons is for porting purposes.

/ 2 Comments

Framework consideration and new projects

Engine/Framework considerations I’m currently struggling with the decision of dropping or not XNA support for PC and just keeping it for WP7 and Xbox360 (if XBLIG ever comes to Portugal). Why? Well one of the reasons is for porting purposes.

/ 2 Comments