Submitted by edg3 on Tue, 05/08/2012 - 20:00

Having ~45 minutes total free today, I decided to do what I suggested; things that would make the algorithm more useful (from my last post).
The changes I made were:
Submitted by edg3 on Mon, 05/07/2012 - 22:26

So, today, I took a break from studying, and decided to try working on my own random dungeon generation. My goal was simple. Create 3 random rooms, and connect them. My limitations were also simple, do it in C++, do it will minimal algorithmic implementation (as in A* and the likes thereof). The end result I am quite happy with:
Submitted by edg3 on Wed, 05/02/2012 - 22:34
So, after some careful (and in some not-as-careful) moments of consideration, my general idea for RapidXNA while useful will end up being less than ideal for what I want to achieve. The major points that are causing this can be summarised quite concisely:
Submitted by edg3 on Mon, 04/16/2012 - 19:15

So I decided not to blog last week mostly due to the fact that I gave a talk at the South African Game Development Community meet in JHB, so I figured having talked enough at the meet I would rather share the video for people that havent yet seen it (or werent there). Im posting this today as I would rather not write something on Wednesday (after my Math 2 exam).
Submitted by edg3 on Fri, 04/06/2012 - 10:03
You will notice that there are ongoing updates happening to RealDev, and as part of this there is a chance that I break certain parts of the site. (e.g. the Image Gallery is not back up again)
I fully intend on getting the full functionality back as soon as I find the correct patches and updates to get everything working as intended.
Submitted by edg3 on Thu, 04/05/2012 - 20:29
Having properly started out my game development initially using Game Maker, I have been somewhat a fan of Game Maker in general, so with its latest offering of GM Studio I felt it was a good time to take a look at what they have on offer.
Submitted by edg3 on Wed, 03/21/2012 - 18:21
So, I decided for today's random ramblings I would talk a bit about my hex grids for Project Eden.
Submitted by edg3 on Tue, 03/20/2012 - 18:07
So after spending a few hours a day since my last post trying to work out how to get the hex grid moving smoothly (with many iterations of code hacking thrown into the mix) I have given up on the skew hex grid (unfortunately if I want to finish by DBP I have to leave it out for now).
Submitted by edg3 on Fri, 03/16/2012 - 11:23
So, having free time while my Fedora installs updates and my (for some reason) overly tired brain refuses to work anything out I have been catching up on reading, and seeing what the current fuss out there is.
Submitted by edg3 on Wed, 03/14/2012 - 21:30
So, without further ado, my progress for today on my latest game project. I have started from scratch, and will not be posting publicly what the mechanics or specifics of the design are, but I will share some of the components as I go along. First things first, I have built the hex grid containing (and drawing) system, though I am sure I will need to change it slightly still for indexing purposes when I next sit down to do work on it.
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