Category: C#

Pretty much anything and everything I’ve been working on in c#

Custom Game Engine vs Unity

Back in November I decided to take a step back from making a game in Unity. One of the major causes of this was how unity dealt with external scripting (like those used for mods). Before Unity 5 was released,

Posted in C#, DX11 Engine Tagged with: , , , , ,

Away it Goes!

A few minutes ago, I submitted the 1.2.0 update for Physworks to Microsoft. If all goes well, you should be able to get your hands on it by the end of the week. In the meantime, here’s some much needed

Posted in C#, Physworks

Physworks

You may remember me mentioning a few weeks ago about my DreamBuildPlay 2012 entry. That entry was a Windows Phone 7 game called Physworks, which I’ve been working on since the start of January. With the submission deadline approaching fast,

Posted in C#, XNA

More Light!

I’ve been optimizing the lighting system a bit, along with adding post-processing back into the new renderer. The results are pretty good so far. I was able to have 50,000 cubes and 500 lights rendering at the same time, while

Posted in C#, Game Engine, General, XNA

Let there be light!

I’ve spent the last day or two recoding the renderer for my engine from scratch and it was worth it! I’ve managed to increase performance by an insane amount compared to the previous renderer and on top of that, the

Posted in C#, Game Engine, General, XNA