Since 2002 I've been coding in C#. Occassionally I run into a road block in which I cannot find a quick answer. I've started a list of those questions that I've had to do some intense research or test apps in order to come to an answer.
I have always been amused by particle engines. They are so simple, yet look so good when put into action. In 2004 I decided to make a 3rd attempt at creating a particle engine, but this time keeping it as clean and modular as possible so others could download the code and use it in their own works.
Currently only the simpliest of particle engines exist. Still functional, but not overly powerful. I will be updating this code section with later iterations of the particle engine.
Thanks to those who attend me talk in Particle Engines at the 2004 Christian Game Developer's Conference in Portland, OR.
An attempt to re-create the classic 8-bit Nintendo game "The Legend Of Zelda" for the PC. This game utilizes an object oriented design, C++, and OpenGL. The project was started under Nehe. In June 2003, an organization hired by Nintendo e-mailed various people on this project and sited that under the DMCA we were violating Nintendo's copyright. The project, and it's code has since been removed.
For those curious, the team got the game to the point where dungeons and the overworld were linked, most inventory items were implemented, and the collision system allowed sprites to flash and recoil on impact.
I will not rule out taking the code and making a generalized 2-d engine, but it will take some work to remove Zelda-specific pieces.
In September 2000, the 2nd annual North American Demo Competition, "Coma", was being held in Montreal. Mobydisk and I spent 3 months of our spare time on weekends and after work to create and OpenGL-based, cross platform (Win32 and Linux) demo named "Node". With some graphics and music assistance from Perisoft the demo was completed and came in 3rd place.