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  • It's All About the Cameras

    Organization of the Core The structure of the Nimble2D library is based on the idea of a central "Core" object that contains references to all of the major component objects and gives a coordinated means for all objects to be able to work off the same hub. The organization structure looks like...
    Posted to Nimble2D (Weblog) by MattWorden on 03-21-2009
  • Using the clsGameClock Class

    The previous post introduced the Game Clock class that I'll be using with the Nimble libraries and walked through a few concepts that were considered in putting the class together. I mentioned in that post that I wanted the system to be flexible enough to fit the style of the programmer using it...
    Posted to Nimble2D (Weblog) by MattWorden on 10-20-2008
  • Game Clock Class (clsGameClock.vb)

    A VB class to be used for in-game timing.
    Posted to Nimble2D Files (FileGallery) by MattWorden on 10-20-2008
  • Tick-Tock Game Clock

    There are some things needed in a game that are independent of the graphics system. One of them is the system used to keep track of time passing as the game runs. I prefer to work with a delta-time based system. This means that we figure out how much time has passed since the last loop and use that ...
    Posted to Nimble2D (Weblog) by MattWorden on 10-20-2008
  • Done Pondering, Shifting Gears

    As my last post detailed (a couple of months ago), I came to a crossroads and have figured out a direction to go. The games I hope to make in the near future are not very complex and do not require amazing graphics capabilities. So, I will take this blog down a more generic path in 2D game programming...
    Posted to Nimble2D (Weblog) by MattWorden on 09-22-2008
  • My "QuickTrig" Helper Class

    I've uploaded a ZIP file that contains the source code for the "QuickTrig" helper class that I've mentioned a couple of times now. You can get it by clicking this link . For those curious, looking through that should help explain how I can handle my angles primarily in degrees (as mentioned...
    Posted to Nimble2D (Weblog) by MattWorden on 03-08-2008
  • Units of Measure

    I've been working through some auto-moving sprite functionality, and have wandered a bit further down that road than I originally expected to at this point ... so now I need to back up a bit to get back on the main route of progress. Here is my list of current things to do: Finish fleshing-out my...
    Posted to Nimble2D (Weblog) by MattWorden on 02-22-2008
  • Doing 2D in SlimDX

    Now that I've had a couple of weeks to play around with 2D programming in Direct3D9 via SlimDX, here are a few things that I've found. After creating the Direct3D Device (as explained in the " Graphics Enumeration and Launching the Game Form " post), I create a Direct3D Sprite object...
    Posted to Nimble2D (Weblog) by MattWorden on 02-12-2008
  • Laying Out the Graphics Approach

    I won't be able to do much more coding until the weekend. So, I figured I should give a quick overview of how I'm going to approach the main graphics drawing routine. I'll start high-level and work downward, then spiral back upward, and then back down a little bit before popping up into the...
    Posted to Nimble2D (Weblog) by MattWorden on 01-24-2008
  • Graphics Enumeration and Launching the Game Form

    When it comes time to write a new game, I'd like to be able to tell my graphics library the various screen styles that the game wants to make available to the player and then have the library figure out which ones are supported by the player's computer. This will be how Nimble2D does things ...
    Posted to Nimble2D (Weblog) by MattWorden on 01-21-2008
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