Posts
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Fall Fury: Part 6 - Rendering Level ElementsCoding4Fun Articles Jan 23, 2013 at 3:57 PM
0
Brian Peek
,
Clint Rutkas
,
Dan Fernandez
,
Den Delimarsky
and
Rick Barraza
Avg Rating: 5
(1)Rendering Level Elements
In the previous article, you learned how to build level XML files in order to create playable levels. This article discusses how the internal parser works and how XML nodes become items on the game screen. Check out the video for this article at http://channel9.msdn.com/Series/FallFury/Part-6-Rendering-Level-Elements...
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Fall Fury: Part 5 - Creating LevelsCoding4Fun Articles Jan 23, 2013 at 3:57 PM
0
Brian Peek
,
Clint Rutkas
,
Dan Fernandez
,
Den Delimarsky
and
Rick Barraza
Avg Rating: 5
(1)Creating Levels
One of the goals set when developing FallFury was making the game extensible in regards to playable levels. Furthermore, I thought that it would make sense from the development and testing perspective to have levels as a completely separate entity that can be modified as necessary. For...
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Fall Fury: Part 4 - XAML InteropCoding4Fun Articles Jan 23, 2013 at 3:57 PM
0
Brian Peek
,
Clint Rutkas
,
Dan Fernandez
,
Den Delimarsky
and
Rick Barraza
Avg Rating: 5
(1)As mentioned earlier in the series, FallFury does not solely rely on DirectX to display content to the user. As a Windows Store game, FallFury leverages the new Direct2D (XAML) project template, available in Visual Studio 2012. Check out the video for this article at http://channel9.msdn.com/Series/FallFury/Part-4-XAML-Interop...
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Fall Fury: Part 3 - Basic Rendering and MovementCoding4Fun Articles Jan 23, 2013 at 3:57 PM
0
Brian Peek
,
Clint Rutkas
,
Dan Fernandez
,
Den Delimarsky
and
Rick Barraza
Avg Rating: 5
(1)Continuing the FallFury series, in this article I talk about basic game element rendering and character movement. As you already know, the FallFury user experience stack is split across two layers—native DirectX and XAML. Here, I will only be talking about the native DirectX component. Check out...
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Fall Fury: Part 2 - ShadersCoding4Fun Articles Jan 23, 2013 at 3:57 PM
2
Brian Peek
,
Clint Rutkas
,
Dan Fernandez
,
Den Delimarsky
and
Rick Barraza
Avg Rating: 5
(3)Introduction to Shaders
FallFury not only relies on standard C++/C# and XAML code, but also on shaders. This article is intended for developers who are not aware of what shaders are and want to know how to use them in their projects. I will talk about creating shaders, as well as the shaders used...
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Fall Fury: Part 1 - IntroductionCoding4Fun Articles Jan 23, 2013 at 3:56 PM
9
Brian Peek
,
Clint Rutkas
,
Dan Fernandez
,
Den Delimarsky
and
Rick Barraza
Avg Rating: 5
(2)In late May, I arrived in Redmond to work as an intern on the Channel9 team. I had the freedom to choose what I was going to work on, so I decided to challenge myself and work outside my comfort zone, utilizing less C# and managed code and more C++ and DirectX. To do so, I decided to highlight...
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TWC9: Year Wrap Up
Avg Rating: 5
(3)This week on Channel 9, Clint and Rick wrap up the year, with a special TWC9.
- #5 Mark DeFalco’s Pick:[1:30] From Zero to Hero! Building a Windows Store game in HTML5
- #5 Greg Duncan's Pick:[3:11] Team Foundation Service Preview is public!
- #4 Charles Torre’s Pick:[4:18] Herb Sutter’s The Future of C++...
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TWC9: Sharing Code, Cheat Sheets, and Jump Starting!
Avg Rating: 0
This week on Channel 9, Duncan and Rick discuss the week's top developer news, including;
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Maelstrom: An OverviewCoding4Fun Articles Nov 20, 2012 at 1:00 PM
5
Brian Peek
,
Clint Rutkas
,
Dan Fernandez
,
Michael B. McLaughlin
and
Rick Barraza
Avg Rating: 5
(4)For //build/ 2012, we wanted to showcase what Windows 8 can offer developers. There are a lot of projects showing off great things like contracts and Live Tiles, but we wanted to show off some of the lesser known features. This project focuses on one of those: stereoscopic 3D with DirectX...
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Boxing Bots: An OverviewCoding4Fun Articles Oct 04, 2012 at 2:00 PM
10
Brian Peek
,
Clint Rutkas
,
Dan Fernandez
and
Rick Barraza
Avg Rating: 5
(4)Introduction
In early January, we were tasked with creating a unique, interactive experience for the SXSW Interactive launch party with Frog Design. We bounced around many ideas, and finally settled on a project that Rick suggested during our first meeting: boxing robots controlled via Kinect.
The theme...