Results for "Author: jason merlo"
LandMass is based on the old Commodore 64 game "Lords of Conquest" by Electronic Arts. This game played a little bit like the board game Risk, only there were different playing pieces and --here's the cool part-- the playfield was generated randomly, so that no two games were the same. As it stands right now, LandMass simply generates a random world based on settings that you can tune. Each world is composed of countries and water. Countries that border each other are shown with a borderline between them. Each country has properties that can be read, such as its color or which other countries border it. LandMass also contains a small example of how to read map parameters and interact with the map. The program is class-based, which means you can take the Map class and drop it into your own program. And since each map is a separate object, you can generate multiple maps at once. With very little work you can have cool custom maps in your own program!
Boom! is a particle explosion simulation. It simulates explosions composed of many individual elastic pieces. Each piece also has a shadow, which has a very nice effect when the explosion occurs over a detailed background graphic. Boom! is a fun little side project that I devised while looking for a quick way to put explosions into another game I'm writing. It turned out well enough to warrant a GUI so that the user can tweak the particle properties. There is also a 'multiball' feature, so that you can start up several explosions at once! In this simulation, each particle is an instance of the same class. I used this approach to show how easy it is to create an array of similar objects, each with dynamic property values. It makes for very concise and understandable code!
LandMass is based on the old Commodore 64 game "Lords of Conquest" by Electronic Arts. This game played a little bit like the board game Risk, only there were different playing pieces and --here's the cool part-- the playfield was generated randomly, so that no two games were the same. As it stands right now, LandMass simply generates a random world based on settings that you can tune. Each world is composed of countries and water. Countries that border each other are shown with a borderline between them. Each country has properties that can be read, such as its color or which other countries border it. LandMass also contains a small example of how to read map parameters and interact with the map. The program is class-based, which means you can take the Map class and drop it into your own program. And since each map is a separate object, you can generate multiple maps at once. With very little work you can have cool custom maps in your own program!
Boom! is a particle explosion simulation. It simulates explosions composed of many individual elastic pieces. Each piece also has a shadow, which has a very nice effect when the explosion occurs over a detailed background graphic. Boom! is a fun little side project that I devised while looking for a quick way to put explosions into another game I'm writing. It turned out well enough to warrant a GUI so that the user can tweak the particle properties. There is also a 'multiball' feature, so that you can start up several explosions at once! In this simulation, each particle is an instance of the same class. I used this approach to show how easy it is to create an array of similar objects, each with dynamic property values. It makes for very concise and understandable code!
LandMass is based on the old Commodore 64 game "Lords of Conquest" by Electronic Arts. This game played a little bit like the board game Risk, only there were different playing pieces and --here's the cool part-- the playfield was generated randomly, so that no two games were the same. As it stands right now, LandMass simply generates a random world based on settings that you can tune. Each world is composed of countries and water. Countries that border each other are shown with a borderline between them. Each country has properties that can be read, such as its color or which other countries border it. LandMass also contains a small example of how to read map parameters and interact with the map. The program is class-based, which means you can take the Map class and drop it into your own program. And since each map is a separate object, you can generate multiple maps at once. With very little work you can have cool custom maps in your own program!
Boom! is a particle explosion simulation. It simulates explosions composed of many individual elastic pieces. Each piece also has a shadow, which has a very nice effect when the explosion occurs over a detailed background graphic. Boom! is a fun little side project that I devised while looking for a quick way to put explosions into another game I'm writing. It turned out well enough to warrant a GUI so that the user can tweak the particle properties. There is also a 'multiball' feature, so that you can start up several explosions at once! In this simulation, each particle is an instance of the same class. I used this approach to show how easy it is to create an array of similar objects, each with dynamic property values. It makes for very concise and understandable code!
Boom! is a particle explosion simulation. It simulates explosions composed of many individual elastic pieces. Each piece also has a shadow, which has a very nice effect when the explosion occurs over a detailed background graphic. Boom! is a fun little side project that I devised while looking for a quick way to put explosions into another game I'm writing. It turned out well enough to warrant a GUI so that the user can tweak the particle properties. There is also a 'multiball' feature, so that you can start up several explosions at once! In this simulation, each particle is an instance of the same class. I used this approach to show how easy it is to create an array of similar objects, each with dynamic property values. It makes for very concise and understandable code!
LandMass is based on the old Commodore 64 game "Lords of Conquest" by Electronic Arts. This game played a little bit like the board game Risk, only there were different playing pieces and --here's the cool part-- the playfield was generated randomly, so that no two games were the same. As it stands right now, LandMass simply generates a random world based on settings that you can tune. Each world is composed of countries and water. Countries that border each other are shown with a borderline between them. Each country has properties that can be read, such as its color or which other countries border it. LandMass also contains a small example of how to read map parameters and interact with the map. The program is class-based, which means you can take the Map class and drop it into your own program. And since each map is a separate object, you can generate multiple maps at once. With very little work you can have cool custom maps in your own program!
Is the good old-fashioned board game truly dead, now that most games are played on computers? Well, fear not! Board Game Construction Kit is an attempt to recreate the whole board game experience on your PC. When BGCK is completely done, you'll be able to roll dice, move tokens, or put your oppenents in Jail just like in the classic board games of yore. Board Game Construction Kit is a small example of how to use DirectX7 to display a scrolling playfield. Currently, BGCK creates a random board from parameters you specify, and lets you scroll around it to see what it's like. Scrolling parameters can be adjusted too. You can also substitute your own graphics to customize the look!
LandMass is based on the old Commodore 64 game "Lords of Conquest" by Electronic Arts. This game played a little bit like the board game Risk, only there were different playing pieces and --here's the cool part-- the playfield was generated randomly, so that no two games were the same. As it stands right now, LandMass simply generates a random world based on settings that you can tune. Each world is composed of countries and water. Countries that border each other are shown with a borderline between them. Each country has properties that can be read, such as its color or which other countries border it. LandMass also contains a small example of how to read map parameters and interact with the map. The program is class-based, which means you can take the Map class and drop it into your own program. And since each map is a separate object, you can generate multiple maps at once. With very little work you can have cool custom maps in your own program!
Boom! is a particle explosion simulation. It simulates explosions composed of many individual elastic pieces. Each piece also has a shadow, which has a very nice effect when the explosion occurs over a detailed background graphic. Boom! is a fun little side project that I devised while looking for a quick way to put explosions into another game I'm writing. It turned out well enough to warrant a GUI so that the user can tweak the particle properties. There is also a 'multiball' feature, so that you can start up several explosions at once! In this simulation, each particle is an instance of the same class. I used this approach to show how easy it is to create an array of similar objects, each with dynamic property values. It makes for very concise and understandable code!
Is the good old-fashioned board game truly dead, now that most games are played on computers? Well, fear not! Board Game Construction Kit is an attempt to recreate the whole board game experience on your PC. When BGCK is completely done, you'll be able to roll dice, move tokens, or put your oppenents in Jail just like in the classic board games of yore. Board Game Construction Kit is a small example of how to use DirectX7 to display a scrolling playfield. Currently, BGCK creates a random board from parameters you specify, and lets you scroll around it to see what it's like. Scrolling parameters can be adjusted too. You can also substitute your own graphics to customize the look!
Boom! is a particle explosion simulation. It simulates explosions composed of many individual elastic pieces. Each piece also has a shadow, which has a very nice effect when the explosion occurs over a detailed background graphic. Boom! is a fun little side project that I devised while looking for a quick way to put explosions into another game I'm writing. It turned out well enough to warrant a GUI so that the user can tweak the particle properties. There is also a 'multiball' feature, so that you can start up several explosions at once! In this simulation, each particle is an instance of the same class. I used this approach to show how easy it is to create an array of similar objects, each with dynamic property values. It makes for very concise and understandable code!
LandMass is based on the old Commodore 64 game "Lords of Conquest" by Electronic Arts. This game played a little bit like the board game Risk, only there were different playing pieces and --here's the cool part-- the playfield was generated randomly, so that no two games were the same. As it stands right now, LandMass simply generates a random world based on settings that you can tune. Each world is composed of countries and water. Countries that border each other are shown with a borderline between them. Each country has properties that can be read, such as its color or which other countries border it. LandMass also contains a small example of how to read map parameters and interact with the map. The program is class-based, which means you can take the Map class and drop it into your own program. And since each map is a separate object, you can generate multiple maps at once. With very little work you can have cool custom maps in your own program!
Is the good old-fashioned board game truly dead, now that most games are played on computers? Well, fear not! Board Game Construction Kit is an attempt to recreate the whole board game experience on your PC. When BGCK is completely done, you'll be able to roll dice, move tokens, or put your oppenents in Jail just like in the classic board games of yore. Board Game Construction Kit is a small example of how to use DirectX7 to display a scrolling playfield. Currently, BGCK creates a random board from parameters you specify, and lets you scroll around it to see what it's like. Scrolling parameters can be adjusted too. You can also substitute your own graphics to customize the look!
Boom! is a particle explosion simulation. It simulates explosions composed of many individual elastic pieces. Each piece also has a shadow, which has a very nice effect when the explosion occurs over a detailed background graphic. Boom! is a fun little side project that I devised while looking for a quick way to put explosions into another game I'm writing. It turned out well enough to warrant a GUI so that the user can tweak the particle properties. There is also a 'multiball' feature, so that you can start up several explosions at once! In this simulation, each particle is an instance of the same class. I used this approach to show how easy it is to create an array of similar objects, each with dynamic property values. It makes for very concise and understandable code!
LandMass is based on the old Commodore 64 game "Lords of Conquest" by Electronic Arts. This game played a little bit like the board game Risk, only there were different playing pieces and --here's the cool part-- the playfield was generated randomly, so that no two games were the same. As it stands right now, LandMass simply generates a random world based on settings that you can tune. Each world is composed of countries and water. Countries that border each other are shown with a borderline between them. Each country has properties that can be read, such as its color or which other countries border it. LandMass also contains a small example of how to read map parameters and interact with the map. The program is class-based, which means you can take the Map class and drop it into your own program. And since each map is a separate object, you can generate multiple maps at once. With very little work you can have cool custom maps in your own program!
Is the good old-fashioned board game truly dead, now that most games are played on computers? Well, fear not! Board Game Construction Kit is an attempt to recreate the whole board game experience on your PC. When BGCK is completely done, you'll be able to roll dice, move tokens, or put your oppenents in Jail just like in the classic board games of yore. Board Game Construction Kit is a small example of how to use DirectX7 to display a scrolling playfield. Currently, BGCK creates a random board from parameters you specify, and lets you scroll around it to see what it's like. Scrolling parameters can be adjusted too. You can also substitute your own graphics to customize the look!
LandMass is based on the old Commodore 64 game "Lords of Conquest" by Electronic Arts. This game played a little bit like the board game Risk, only there were different playing pieces and --here's the cool part-- the playfield was generated randomly, so that no two games were the same. As it stands right now, LandMass simply generates a random world based on settings that you can tune. Each world is composed of countries and water. Countries that border each other are shown with a borderline between them. Each country has properties that can be read, such as its color or which other countries border it. LandMass also contains a small example of how to read map parameters and interact with the map. The program is class-based, which means you can take the Map class and drop it into your own program. And since each map is a separate object, you can generate multiple maps at once. With very little work you can have cool custom maps in your own program!
Boom! is a particle explosion simulation. It simulates explosions composed of many individual elastic pieces. Each piece also has a shadow, which has a very nice effect when the explosion occurs over a detailed background graphic. Boom! is a fun little side project that I devised while looking for a quick way to put explosions into another game I'm writing. It turned out well enough to warrant a GUI so that the user can tweak the particle properties. There is also a 'multiball' feature, so that you can start up several explosions at once! In this simulation, each particle is an instance of the same class. I used this approach to show how easy it is to create an array of similar objects, each with dynamic property values. It makes for very concise and understandable code!