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My Learnings in various game development related technologies

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September 25, 2018 DarkRyder

Creating the VR Player Pawn – Part 2

 In this part of the tutorial, we will get the components set up for the Pawn pawn to have head and motion controller tracking. This is the second part of the tutorial. If you haven't read the first part please read through that. It covers the basics such as creating the C++ class for the pawn … Continue reading Creating the VR Player Pawn – Part 2

September 16, 2018September 25, 2018 DarkRyder

Creating the VR Player Pawn – Part 1

In this two-part tutorial, we will set up the base VR player pawn so that we can actually see our motion controllers track and have some very basic input set up. The first part of the tutorial is just creating a new C++ pawn class, adding a pawn blueprint that inherits from the C++ class … Continue reading Creating the VR Player Pawn – Part 1

August 30, 2018September 13, 2018 DarkRyder

Create VR Project

 Requirements: In order to start with the tutorials, you will need the following software and hardware. As I have mentioned in my previous post, for the most part, the tutorials can be followed with the VR set-up but if your intention is to make a game for VR then you can follow the tutorials exactly. … Continue reading Create VR Project

July 29, 2018 DarkRyder

Setting Unreal Engine 4 GIT Repository

In this post I will outline the process of creating a GIT repository on Bitbucket service and SourceTree for the GUI. I have used bitbucket for several years now and have always loved it since it gives the option of creating private repositories with a free account. It is not absolutely neccessay to use bitbucket / … Continue reading Setting Unreal Engine 4 GIT Repository

July 28, 2018September 2, 2018 DarkRyder

Creating a VR Game For Oculus Rift

Unreal Engine, C++ based game development tutorial that starts from scratch.

October 30, 2013 DarkRyder

Texturing the quad

In this post we will look at loading a texture and applying to the quad that we created in the previous post. The steps involved in this are: Load the texture as an image. Set up OpenGL to use our texture. Modify the Shader for Texture Mapping. Bind the Texture to GPU. Drawing the Quad … Continue reading Texturing the quad

October 28, 2013October 28, 2013 DarkRyder

Create and Draw Our First quad

In this series we now have: set up our development environment for OpenGL and created our basic game loop class written a simple shader for drawing a colored quad Complied and Linked the Shader with the program. Next we will create a quad by defining its vertices in the screen space and proceed to draw … Continue reading Create and Draw Our First quad

October 14, 2013October 28, 2013 DarkRyder

Compile and Link Shaders

In our previous post we wrote the shaders that will be required to display our first quad using OpenGL on our iOS device. Our next step would be to compile and link the shaders so they are ready to be used within our program. In order to use our shaders we need a handle to the shader and … Continue reading Compile and Link Shaders

October 11, 2013 DarkRyder

Writing Simple Shader to Display Colored Quad

This post continues where the "Setting Up Xcode OpenGL Template and Creating Game Loop Class" in the series left off Before we begin to display our quad on the device we need to write a vertex shader and fragment shader. For this post we will begin by writing a simple vertex shader that accepts the … Continue reading Writing Simple Shader to Display Colored Quad

August 7, 2013October 11, 2013 DarkRyder

Setting Up Xcode OpenGL Template and Creating Game Loop Class

Introduction: This post will be the first in a series of tutorials that attempts to get an OpenGL based application going for iOS devices initially. The plan is to write as much code as possible in C++ so we can later port over this application for other platforms. The plan is to use only the … Continue reading Setting Up Xcode OpenGL Template and Creating Game Loop Class

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