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    <title>Games on Polaris64&#39;s blog</title>
    <link>https://blog.polaris64.net/tags/games/</link>
    <description>Recent content in Games on Polaris64&#39;s blog</description>
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    <lastBuildDate>Thu, 27 Aug 2020 07:47:46 +0100</lastBuildDate>
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    <item>
      <title>My Dissertation Project</title>
      <link>https://blog.polaris64.net/post/my-dissertation-project/</link>
      <pubDate>Sun, 28 Dec 2014 14:24:00 +0000</pubDate>
      <guid>https://blog.polaris64.net/post/my-dissertation-project/</guid>
      <description>&amp;ldquo;To investigate development of an extensible 2D game engine for use by programmers and non-programmers&amp;rdquo;&#xA;I am currently working on a final-year university project and dissertation and this blog is used to track my progress. I&amp;rsquo;ll post regular updates as the project progresses so please check back to see what&amp;rsquo;s happening!</description>
    </item>
    <item>
      <title>&#34;Weeping Angel&#34;: game model and sculpt</title>
      <link>https://blog.polaris64.net/post/weeping-angel-game-model-and-sculpt/</link>
      <pubDate>Mon, 24 Nov 2014 21:11:00 +0000</pubDate>
      <guid>https://blog.polaris64.net/post/weeping-angel-game-model-and-sculpt/</guid>
      <description>This is a &amp;ldquo;Weeping Angel&amp;rdquo; from Dr. Who that I modelled for a university assignment. The task was to create a low-polygon model suitable for a game (1,500 polygons maximum). The model had to include high-frequency detail so the base mesh (created in Blender) was exported to ZBrush for sculpting. Normal, ambient occlusion and cavity maps were then applied to the base mesh to provide the extra fidelity required while maintaining the low polygon count.</description>
    </item>
    <item>
      <title>&#34;The Shining&#34; in Unreal</title>
      <link>https://blog.polaris64.net/post/the-shining-in-unreal/</link>
      <pubDate>Sun, 06 Jan 2013 23:49:00 +0000</pubDate>
      <guid>https://blog.polaris64.net/post/the-shining-in-unreal/</guid>
      <description>I completed an assignment for university which asked for a representation of a film scene to be created using UDK and 3DS Max. I decided to use &amp;ldquo;The Shining&amp;rdquo; directed by Stanley Kubrick. The assignment required me to create at least two 3D models, one which should be a character with three distinct animations. I chose to model the boy, Danny, for this purpose. The assignment also asked for a cinematic to show off the project, here it is: -</description>
    </item>
    <item>
      <title>Network Editor Progress</title>
      <link>https://blog.polaris64.net/post/network-editor-progress/</link>
      <pubDate>Fri, 03 Apr 2015 11:43:00 +0100</pubDate>
      <guid>https://blog.polaris64.net/post/network-editor-progress/</guid>
      <description>I have just finished an early alpha version of the tool, called &amp;ldquo;SG2D script editor&amp;rdquo;, which will be used to generate the Python script used to drive the engine.&#xA;The tool currently has the following features: -&#xA;Node-graph editor similar to Blender&amp;rsquo;s node editor, Unreal Engine 4&amp;rsquo;s Blueprint editor, etc. Ability to add custom functions Multiple game states which all build to custom classes A set of basic language nodes which allow for general Python scripting A set of engine-specific nodes providing a simple interface to the engine Colour coding for readability Pan and zoom controls Loading and saving of networks The ability to run and test the script with the SG2D engine and to view the output Here&amp;rsquo;s a video of the tool in action: - There&amp;rsquo;s still a lot of work to do, so watch this space for more updates soon!</description>
    </item>
    <item>
      <title>First UDK Level: Rooftop Deathmatch</title>
      <link>https://blog.polaris64.net/post/first-udk-level-rooftop-deathmatch/</link>
      <pubDate>Wed, 27 Jun 2012 09:46:00 +0100</pubDate>
      <guid>https://blog.polaris64.net/post/first-udk-level-rooftop-deathmatch/</guid>
      <description>I created this level in Unreal Development Kit (UDK) as part of an assignment for university. The task was to create a single or multiplayer level in UDK based on a theme of our choice. I decided to create a multiplayer level based on top of 4 buildings. I was also asked to create and texture 2 vehicle and 2 character models using 3DS Max &amp;ndash; these models can be seen in my 3D modelling posts.</description>
    </item>
    <item>
      <title>Unreal level models: Helicopter</title>
      <link>https://blog.polaris64.net/post/unreal-level-models-helicopter/</link>
      <pubDate>Wed, 27 Jun 2012 09:46:00 +0100</pubDate>
      <guid>https://blog.polaris64.net/post/unreal-level-models-helicopter/</guid>
      <description>This is a low-poly helicopter model that I created and textured in 3DS Max for my Rooftop Deathmatch map. I wanted one of the roof-tops to be used as a helicopter landing pad, so this helicopter model was used for this and to provide some cover for the player during matches.</description>
    </item>
    <item>
      <title>Announcing my new game: Amazing Escape (Shareware)!</title>
      <link>https://blog.polaris64.net/post/announcing-my-new-game-amazing-escape-shareware/</link>
      <pubDate>Sun, 22 Sep 2019 11:19:00 +0100</pubDate>
      <guid>https://blog.polaris64.net/post/announcing-my-new-game-amazing-escape-shareware/</guid>
      <description>I&amp;rsquo;d like to introduce my new game Amazing Escape, Shareware version!&#xA;Play online now!&#xA;Amazing Escape is a top-down survival puzzle game for Android devices and the browser. The shareware version containing the first few levels is available now for free on the Google Play Store!&#xA;The Game In Amazing Escape, you play as yourself, having found yourself trapped within a set of underground mazes (how unfortunate). Luckily though, you have your trusty torch at hand, so navigating these mazes shouldn&amp;rsquo;t be altogether impossible.</description>
    </item>
    <item>
      <title>Engine Python Scripting Interface</title>
      <link>https://blog.polaris64.net/post/engine-python-scripting-interface/</link>
      <pubDate>Sun, 28 Dec 2014 14:55:00 +0000</pubDate>
      <guid>https://blog.polaris64.net/post/engine-python-scripting-interface/</guid>
      <description>My first development task was to add a scripting interface to the engine. This allows the game logic to be separated from the engine code and loaded in as with any other asset such as a sprite or audio clip.&#xA;I chose Python for scripting due to its power, flexibility, popularity and ease of integration. I am using IronPython for the .NET support with XNA, but I am being careful not to introduce any .</description>
    </item>
    <item>
      <title>Unreal level models: Car</title>
      <link>https://blog.polaris64.net/post/unreal-level-models-car/</link>
      <pubDate>Wed, 27 Jun 2012 09:46:00 +0100</pubDate>
      <guid>https://blog.polaris64.net/post/unreal-level-models-car/</guid>
      <description>This is a low-poly car model that I created and textured in 3DS Max for my Rooftop Deathmatch map. In the level, I created 4 different materials with different colour bodywork to provide some simple variation to the cars in the level.</description>
    </item>
    <item>
      <title>Pre-built Engine and Toolkit</title>
      <link>https://blog.polaris64.net/post/pre-built-engine-and-toolkit/</link>
      <pubDate>Sun, 28 Dec 2014 14:36:00 +0000</pubDate>
      <guid>https://blog.polaris64.net/post/pre-built-engine-and-toolkit/</guid>
      <description>For development of my project I decided to use an engine and set of tools that I have already built: the SG2D engine and the SGDK set of tools.&#xA;SG2D: this is the engine itself, currently running on the Microsoft XNA Game Studio platform, allowing it to run on PC, Xbox, Windows Phone and Linux currently. SGDK: this is a set of tools used currently for asset creation (maps, animated sprites, etc).</description>
    </item>
    <item>
      <title>Unreal level models: Gargoyle</title>
      <link>https://blog.polaris64.net/post/unreal-level-models-gargoyle/</link>
      <pubDate>Wed, 27 Jun 2012 09:46:00 +0100</pubDate>
      <guid>https://blog.polaris64.net/post/unreal-level-models-gargoyle/</guid>
      <description>This is a low-poly gargoyle model that I created and textured in 3DS Max for my Rooftop Deathmatch map. I wanted one of the buildings to have some areas for cover so a gargoyle at each corner was used. The gargoyles also add some variation to the rooftop of the older-style building in the level.</description>
    </item>
    <item>
      <title>Skyrim is Released</title>
      <link>https://blog.polaris64.net/post/skyrim-is-released/</link>
      <pubDate>Fri, 18 Nov 2011 00:00:00 +0000</pubDate>
      <guid>https://blog.polaris64.net/post/skyrim-is-released/</guid>
      <description>The 11th of November 2011 saw the release of Bethesda Game Studio&amp;rsquo;s latest instalment of the Elder Scrolls series, part five, Skyrim. Continuing with the series&amp;rsquo; single-player role playing theme, Skyrim is the result of around 5 and a half years of development since the previous instalment, Oblivion. Skyrim has been hugely anticipated, with a large number of screen-shots having been released over the last month or so.&#xA;It&amp;rsquo;s clear from these that, at least graphically, Skyrim is very special.</description>
    </item>
    <item>
      <title>Unreal level models: Rat</title>
      <link>https://blog.polaris64.net/post/unreal-level-models-rat/</link>
      <pubDate>Wed, 27 Jun 2012 09:46:00 +0100</pubDate>
      <guid>https://blog.polaris64.net/post/unreal-level-models-rat/</guid>
      <description>This is a low-poly rat model that I created and textured in 3DS Max for my Rooftop Deathmatch map. I also created a variation on the model which was a dead rat. Both models were used in the stairwells in the level.</description>
    </item>
    <item>
      <title>Mario Kills Raccoons!</title>
      <link>https://blog.polaris64.net/post/mario-kills-raccoons/</link>
      <pubDate>Wed, 16 Nov 2011 00:00:00 +0000</pubDate>
      <guid>https://blog.polaris64.net/post/mario-kills-raccoons/</guid>
      <description>Nintendo have just released the latest game in the massively successful Mario Series – &amp;ldquo;Super Mario 3D Land&amp;rdquo; for the new Nintendo 3DS. While most people, even non-fans, will see this as another piece of harmless entertainment, one organisation has already taken offence. The People for the Ethical Treatment of Animals, commonly known as PETA.&#xA;PETA&amp;rsquo;s particular grievance with this new game is in Mario&amp;rsquo;s not-so-new &amp;ldquo;Tanooki suit&amp;rdquo;, which has the appearance of a raccoon.</description>
    </item>
    <item>
      <title>Not So Humble Bundles</title>
      <link>https://blog.polaris64.net/post/not-so-humble-bundles/</link>
      <pubDate>Tue, 01 Nov 2011 00:00:00 +0000</pubDate>
      <guid>https://blog.polaris64.net/post/not-so-humble-bundles/</guid>
      <description>Well, I&amp;rsquo;ve just purchased another Humble Bundle, this time with the game Voxatron. Just looking at the statistics, it&amp;rsquo;s already made $210,943.12 for the game&amp;rsquo;s developer and charity and it still has 13 days to go. The previous bundle made over $1.2 million (techdirt.com, 2011). So what is it?&#xA;The idea for the Humble Bundles came from Wolfire Games&amp;rsquo; Jeff Rosen, with the first being released in May 2010. Rosen&amp;rsquo;s idea was to offer a bundle of games for download in a pay-what-you-want manner.</description>
    </item>
    <item>
      <title>&#34;Amazing Escape&#34;: Mobile Game in UE4</title>
      <link>https://blog.polaris64.net/post/amazing-escape-mobile-game-in-ue4/</link>
      <pubDate>Fri, 03 Apr 2015 12:19:00 +0100</pubDate>
      <guid>https://blog.polaris64.net/post/amazing-escape-mobile-game-in-ue4/</guid>
      <description>For another university assignment, I was tasked to create a mobile game using Unreal Engine 4. The game concept could be anything, but it couldn&amp;rsquo;t be a first-person game or a shooter. I came up with the idea of a top-down maze game where the player must collect keys in order to escape at the exit.&#xA;The maze is extremely dark and filled with malevolent statues which creep up on the player when the player is not looking.</description>
    </item>
    <item>
      <title>Minecraft Wins 2011 GameCity Prize</title>
      <link>https://blog.polaris64.net/post/minecraft-wins-2011-gamecity-prize/</link>
      <pubDate>Tue, 08 Nov 2011 00:00:00 +0000</pubDate>
      <guid>https://blog.polaris64.net/post/minecraft-wins-2011-gamecity-prize/</guid>
      <description>Described as, &amp;ldquo;Europe&amp;rsquo;s biggest and best-loved videogames culture festival&amp;rdquo;, the 6th GameCity festival has just taken place in Nottingham. The culmination of the four-day event was the GameCity Prize 2011, with the entries including Minecraft, Portal 2, Ilomilo, Pokemon Black and others. And the winner was&amp;hellip; Minecraft!&#xA;Compared to the competition, Minecraft upon initial scrutiny appears to be the weakest of them all, offering very simplistic graphics and not even boasting a full release as yet (it is still in the beta stage).</description>
    </item>
    <item>
      <title>OpenGL game: Tank Battleground</title>
      <link>https://blog.polaris64.net/post/opengl-game-tank-battleground/</link>
      <pubDate>Fri, 03 Apr 2015 12:10:00 +0100</pubDate>
      <guid>https://blog.polaris64.net/post/opengl-game-tank-battleground/</guid>
      <description>Here&amp;rsquo;s a new game that I created for a university assignment called &amp;ldquo;Tank Battleground!&amp;rdquo;&#xA;The assignment required me to create a 3D game which used physics and demonstrated OpenGL and GLSL. I decided to use the idea of an arcade tank game so that I could demonstrate physics for movement (acceleration, velocity and displacement), projectile trajectories, friction, recoil, etc.&#xA;The game was written from the ground up using C++, OpenGL, GLSL, GLFW, SDL_mixer, FreeImage and FreeType.</description>
    </item>
    <item>
      <title>A* Path-finding</title>
      <link>https://blog.polaris64.net/post/a-star-path-finding/</link>
      <pubDate>Thu, 24 Apr 2014 20:35:00 +0100</pubDate>
      <guid>https://blog.polaris64.net/post/a-star-path-finding/</guid>
      <description>As you may or may not know, I am currently working on a game called Mendel&amp;rsquo;s Farm with the rest of the team at Static Games. Over the last couple of days I have been thinking about various ways of adding AI-controlled actors to the game and how best to make them navigate the farm&amp;hellip;&#xA;I decided that path-finding over a grid will be required to achieve this, so I decided to investigate the A* path-finding algorithm.</description>
    </item>
    <item>
      <title>Unreal in Flash</title>
      <link>https://blog.polaris64.net/post/unreal-in-flash/</link>
      <pubDate>Sun, 16 Oct 2011 00:00:00 +0100</pubDate>
      <guid>https://blog.polaris64.net/post/unreal-in-flash/</guid>
      <description>Epic Games&amp;rsquo; Chief Executive Officer and Technical Director Tim Sweeney has recently (4th October 2011) demonstrated the Unreal Engine 3 (UE3) running inside an Adobe Flash environment at Adobe&amp;rsquo;s MAX 2011 conference (the same conference at which Photoshop&amp;rsquo;s new unblur feature was also shown). This coincides with Adobe&amp;rsquo;s release of Flash Player 2011 which allows hardware-accelerated graphics through its new Stage 3D APIs.&#xA;With the advent of HTML 5 and compliant browsers, many people have predicted that Adobe&amp;rsquo;s Flash technology may be dropped from it&amp;rsquo;s current status as the dominant web-based multimedia platform.</description>
    </item>
    <item>
      <title>C#: Normal Map Generator</title>
      <link>https://blog.polaris64.net/post/c-sharp-normal-map-generator/</link>
      <pubDate>Mon, 07 Jan 2013 00:54:00 +0000</pubDate>
      <guid>https://blog.polaris64.net/post/c-sharp-normal-map-generator/</guid>
      <description>For a recent university assignment, I needed to create many different textures for both 3D models and surfaces. I wanted to create normal maps for each of these but I didn&amp;rsquo;t know how to do it.&#xA;I decided therefore to experiment with different approaches including photographing a surface with light from different sides and by using filters in GIMP and Photoshop. Both techniques worked well and I realised that I could create a program to speed up the process.</description>
    </item>
    <item>
      <title>C: Commodore 64 Emulator</title>
      <link>https://blog.polaris64.net/post/c-commodore-64-c64-emulator/</link>
      <pubDate>Wed, 27 Jun 2012 09:46:00 +0100</pubDate>
      <guid>https://blog.polaris64.net/post/c-commodore-64-c64-emulator/</guid>
      <description>This is a work in progress Commodore 64 emulator written from the ground up in C. I&amp;rsquo;m lucky enough to own an original Commodore 64 together with the technical reference manual, and using both of these I was able to create a working emulator.&#xA;My first step was to code the MOS 6510 processor core. From there I coded the memory manager, the I/O, interrupt handling, the VIC chip etc. All I then needed to do was plug in the original C64 ROMs (Kernal, Character Generator and Basic) and I had bare-bones emulated C64, which was quite a thrill!</description>
    </item>
    <item>
      <title>C&#43;&#43;: &#34;Malevolent Revenge!&#34;, Linux Allegro Game</title>
      <link>https://blog.polaris64.net/post/c-plus-plus-malevolent-revenge-linux-allegro-game/</link>
      <pubDate>Sun, 11 Mar 2012 00:24:00 +0000</pubDate>
      <guid>https://blog.polaris64.net/post/c-plus-plus-malevolent-revenge-linux-allegro-game/</guid>
      <description>Downloads Linux build: malevolent_revenge_linux_v1.0.0.zip (29.5KB) Windows build: malevolent_revenge_win_v1.0.0.zip (364.5KB) Source code: malevolent_revenge_src_v1.0.0.zip (38.5KB) The resource files (bitmaps, music etc), same for Linux and Windows versions, to be placed in the same directory as the executable: malevolent_revenge_files_v1.0.0.zip (14.6MB) Building from source in Ubuntu aside from the usual also requires liballegro4.2-dev and running requires liballegro4.2 and liballegro4.2-plugin-esd. Running under Windows requires alleg42.dll (included in the ZIP file) and the MS Visual C++ 2010 runtime, which can be downloaded from https://www.</description>
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