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Simulated Reality

by on Dec.09, 2015, under Musings, On Game Development, P-0

I have been thinking about the concept of Simulated Reality for some time now. I came across this idea from reading the wikipedia article on it. It is closely related to the simulation hypothesis. Basically, the idea is that is it possible to create a computer simulation that is indistinguishable from the real world, and […]

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Oculus Rift and VR Development

by on Aug.30, 2015, under Astral Realms, On Game Development, Spiritus Astrum

I have decided to start developing Virtual Reality Games using the Oculus Rift. I had originally intended to purchase the Rift Dev Kit 2, the most advanced version currently on offer, but given the fact that the Consumer version is supposed to be out in Quarter 1 of 2016, and offer higher specs, I think […]

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Control interfaces and Immersion in Games

by on Jul.19, 2015, under On Game Development

I have finally gotten around to playing Half Life 2: Episodes One and Two. I am a big fan of the HL series, and I’ve played every HL game and add-on except Blue Shift, and the Episode. This is the first time in several years that I have played a First Person Shooter game on […]

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P-155 “Phoenix” Engine Concept/Feasibility Study

by on Jan.07, 2015, under Concepts, On Game Development, Software and Games

I have been considering the pros and cons of creating my own games engine for some time now. Obviously, this is a massive undertaking. Creating a games engine from scratch would involve writing custom modules to handle rendering, physics, object and mesh importing, animation, sound, networking, lighting, shading, texturing, and a whole host of other […]

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Procedural Content in Games: .kkrieger

by on Dec.14, 2014, under Musings, On Game Development

While researching new ideas and concepts for procedural content in games recently, I remembered a game that I played a long time ago, which had exceptional graphics but took up only a few kilobytes of space. The game was called .kkrieger, and it was actually created as part of the famous “Demoscene” community. Demoscenes are […]

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Visibility Animation Tutorial with 3DS Max

by on Jun.09, 2014, under On Game Development, Tutorials

This is a short tutorial detailing the steps needed to create a visibility animation with 3DS Max, by adding a visibility track. This is the easiest way I have found to do this, and is perfect for animating muzzle flashes in particular, as well as any kind of relatively simple animation where a mesh or […]

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Steam Greenlight, and a new project

by on Jun.09, 2014, under News, On Game Development

Steam Greenlight is an excellent way for indie developers to launch their games. It is essentially a platform where developers can submit a game, and the steam community can vote on those games, and if a game receives enough votes it is “Greenlit” and can be released and sold on the steam platform. This platform […]

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Paid Virtual Private Server Hosting for Game Developers/Gamers

by on May.22, 2014, under Musings, On Game Development

While testing a previous project, I identified what I think may be an opportunity in the VPS** server reselling market. I needed to test the multiplayer component of a project I was working on, but it was too early to hire beta testers or rent a dedicated server*. I could have just asked a friend […]

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T3D Multiplayer game debugging

by on Mar.28, 2014, under On Game Development, Software and Games

I am at the point where I am reading to begin preliminary testing of my latest game, Star Commander. I have already done most of the testing that I can do over the LAN, but I have not been able to test the game over the internet. This seems to be because of how networking […]

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Arduino as T3D Dedicated Server, Sql Server, Master Server

by on Feb.10, 2014, under On Game Development, Software and Games

While working on my latest multiplayer game, I started thinking about dedicated server options. Up to now, I have set up dedicated server in windows using small form factor computers. This has worked fine, however, I have been considering ways to improve the efficiency of this setup. Even a small form factor PC that is […]

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