|Want to laugh at a person with no tallent? Meet Michael James Hardy :D||August 19, 2011, 10:51 pm|
Some of you may know Mr. Hardy, he's a guy that completely ripped off Doom and pasted his face all over the place and then sold it for 20 bucks. Anyway, if you're in a mood to read about this guy's exploits I recommend clicking on the url below. It's a eleven part blog with comments from Mr. Hardy himself, so only read it if you're dedicated but it's still fascinating how low this guy is on the "smarts" scale.
To entice you more here's a picture of "his" commercial game called Asylum v1.666:
Does that scene look familiar?
|Unify the UDK!!! WARNING RANT AHEAD||April 16, 2011, 4:15 am|
If anyone here is like me and scours IndieDB you might have noticed the increase of Indie games using the UDK and Unity engies. I know middleware in this generation of gaming is a massive thing but does that mean that it needs to be used in every game? What's wrong with cracking open MinGW and Code::Blocks and and programming a simple 2D engine for a platformer? PLEASE STOP THE UNITY INVASION.
As a whole I don't have a problem with these engines it's more or less the lack of imagination that goes into the games that use them. I know that quite a few of these games are original and a fresh look on whatever genre they are but the latter portion of these games are just copies of the other games that actually got somewhere.
Now I've been researching a few things in relation to voxels and general 3D programming and I'm obvously working on something otherwise I would've put my cyberhand up for taking over work GZDoom but I think one major project and another side project is good enough for me to handle at the moment.
However at least a handful of people will be interested in the side-project, a Turn Based FPS engine akin to Doom and Wolfenstein RPG. My plans at the moment are a Win32 only as I'll make use of DirectX 8. So far plans will be things like PNG for textures and sprites as well as Voxels obviously. So I'll happily answer any questions you may have about the side project and I'd love to read your views on both the Unity and UDK engines as well s the games that use them.
|Dog Naming Nearly D64 Related||February 21, 2011, 1:27 am|
|We just got a new dog, well a pup, and aside from being a hand full we had to choose out of two names we had lined up. First was Hendrix and secondly was Kaiser, as in Doom Veteran Kaiser from these very forums. The name Hendrix stuck but still I nearly named my dog after Kaiser which really would of made an interesting thread.|
|Octree's, Editor's and FLTK||January 4, 2011, 4:28 am|
|I'm quite excited about my new project which now involves Octrees and a in-game editor as well as use of FLTK. It's essentially a new game engine designed with Voxels and modifiability in mind. I'm all jittery and giddy at the thought of this game!!!|
|SoundWave!!!||December 23, 2010, 1:55 am|
|Today I got the pleasant surprise of an early XMas present which turned out to be SoundWave tickets!!! I'm stoked Iron Maiden, Slayer, Slash and the list goes on.|
|Voxels and DOOM!!!!||October 2, 2010, 5:23 am|
As most of you know by now I'm currently in the midst of writing an Eternity Engine fork that will include Voxel support I'm also in talks about a C# port of Doom. It does seem like a lot and I am inclined to agree as I am only 16 and I have school next fortnight.
My primary project will be the Voxel port with the C# thing tailing behind as closely as possible. The reason for me putting the Voxel port first is that I've always wanted to do something not only with Voxels but also incorporating something made by Ken Silverman in an actively developed project. Also the proud people at Team Hell Spawn have been left somewhat in the dark as they have been spitting out these voxel models with no promise of ANY Doom port supporting the format. Hopefully I can start a trend with Doom ports and get the format incorporated in all if not most.
External Links (that are related to this blog)
Team Hell Spawn voxel page
Ken Silverman's Voxlap Engine
|More GCC Doom64 EX||April 7, 2010, 1:55 am|
I am absolutely sick of this fricking thing!!! I was meant to release a build a month ago but it is still freezing!!! I have come close to scrapping the project for something new and exciting. Something like reverse engineering Blood sounds nice. Ken Silverman's BUILD Engine is much more interesting to me then the DOOM engine at the moment. I think I just need to take a break :).
Programming is insanity but it is insanity that makes total mathematical sense. I haven't slept for two days because of this stupid little bug and I want it squished. As far as I can tell I'm about two to three months behind Kaiser. So I'll update to the latest SVN revision and try to build the thing from there but it's turning me Hulk-like.
I'll keep you posted.
|GCC D64EX News||March 16, 2010, 2:10 am|
As some of you may know I am the developer of the SVN Builds of Doom 64 Ex. I have recently hit a wall as to what to do and wanted to inform you programmers about what is happening. I can build D64 OK but as I play it it just seems to freeze.
This will, obviously, not be released but I will upload the source as soon as possible so someone can help me figure it out. That is unless Kaiser knows what's up.
This post is also made to inform you that I am fairly constantly updating the news of D64 at it's project page here: http://gccdoom64ex.codeplex.com/documentation
|Doom64Ex Editor||March 12, 2010, 1:55 am|
I have looked at the Doom64Ex specifications and features for a while now, about 4-5 months, and have decided to take the first steps towards creating a reliable Doom64 editor.
Using Doom Builder 2 as a base I will try to integrate all the features of D64EX in to the current DB2 source release. I would realistically hope for a release in a few months but it may take longer as I want to create a fully operational version of Doom with C#.
|My Doom 64 Ex MinGW Builds||March 10, 2010, 3:29 am|
AS some of you may know I have been helping Kaiser with his current project of porting Doom 64 to the PC. I have been helping him by porting his VC6 code to the more updated Code::Blocks IDE using MinGW as a compiler. I have recently decided to continually update the builds for the future and longevity of the project.
[PS. I hope none of you read the older version of this post]