## Photoshop Sprite Map Script

I was recently searching for a good sprite map / sprite sheet script for Photoshop, and came across this script: http://boxhacker.com/blog/2011/05/23/a-little-spritesheet-script-for-photshop/ However his approach assumed a graphics engine would take any size image as a sprite map, with myself working in XNA I needed a sprite map that generated images in powers of 2 (32,…

## EA Pulls Rock Band IOS

Oh, Thanks! Talk about shady business practices, while I admit I’m no fan of EA, this is a new low even by their standards. I have no problem ending online play after a few years, I understand servers cost money etc, that’s fine. Rock band IOS came out in 2009, a fair while ago, so…

## LolVid

Recently I made a video aggregator that scrapes reddit’s /R/Videos for YouTube links; it takes the top YouTube link once a hour and adds it to its database of videos: http://lolvid.co.uk This drastically cuts down the mounds of video that is otherwise published every hour taking only the cream of the crop thanks to reddit’s…

## Collision Detection 4 – Ray Sphere

Ray – Sphere Here’s quite a neat trick to calculate if a ray if you have the Ray-Plane collision down. I’m not sure how fast it is compared to other algorithms, but to me it was a logical step from Ray-Plane that I worked out on paper. First rule of thumb, make the problem 2…

## Collision Detection 3 – Ray Plane

Ray – Plane One of the most fundamental algorithms in 3D games is being able to calculate the arbitrary distance between a point with direction and a plane. A few key concepts to understand is: The plane is infinite in length Unless the ray is parallel to the plane, the ray will eventually hit the plane…

## Collision Detection 2 – Point Circle

Point – Circle Perhaps one of the most fundamental aspects to collision testing is to see if a point in space is within the bounds of a circle or sphere. This is done by collapsing the line between the centre of the circle and point into a scalar length, and then comparing it with the…

## Collision Detection 1 – Introduction

Preface I started writing these collision tutorials as I have recently learnt some of these techniques, and found many tutorials completely useless at explaining the core concepts to a novice. In this I aim to show you how I got my head around the concepts of collision detection, and response. Instead of providing you with…

## King Pirate

About King Pirate was a game developed in 26 hours straight at the X48 GamerCamp competition in Birmingham, UK. The theme ‘Discovery’ was given to us on the Friday morning, we had to design and create a game by midday Saturday. I was with my friend Paul Thomas, and we were the only team of…

## Astral Catapult

Physics based Platformer for PC and Windows Phone 7 Game design by Jack Dye, developed by Silicon foundry (Matthew Harris, David Hart, David Armstrong, William Dann, Ashley Eglin, Jack Dye) Design The basic design was formed in a response to a brief set by aim higher, which was to create a short game to inspire…

## GLSL Battlefield

Developed for university coursework, where the objective was to create an entire scene using only shaders and models. All the models had to be positioned using the vertex shader, and all the animation had to be shader based. Tools used ATI Render monkey NVidia Normal Map Plugin for Photoshop artist-3d.com (Models) Features Shader particle explosion…