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  • 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
  • Breaking Up the Solution, and How I Program

    I expect, in the end, Nimble2D will be a rather full-featured library for making games -- graphics, particles, collisions, input, sound effects, music, etc. But to get there, I will need to break things up into manageable chunks, building higher priority things first, then fleshing-in the more detailed...
    Posted to Nimble2D (Weblog) by MattWorden on 01-16-2008
  • A Nimble Launch

    On this first post of the new blogspace for Nimble2D , I'd like to do two things: (1) Give credit where it is due, and (2) give a brief overview of how I see this project at the start. So, credit ... First, a big thank you to Chris Williams for setting up ilovevb.net (a perfectly logical place for...
    Posted to Nimble2D (Weblog) by MattWorden on 01-15-2008
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