Game Programmer

By: James Keats | May 18, 2016

The semester is wrapping up, and so I've been writing postmortems for pretty much every project I've been working on. I'm getting ready to update my portfolio with some of the projects I've worked on this past year; I'm a little tired of my website making it look like all I've worked in is Flash. One of my favorite pieces I worked on during the last piece of this semester was my UI system for my Game Architecture final, which is written in C++ using SFML.

UI System Needs

Category: Game Architecture 

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By: James Keats | February 07, 2016

For our most recent assignment in Game Architecture, we had to build some wrapper/abstraction classes for an Allegro framework. The important key was that this not be a leaky abstraction--that the outside user not require any knowledge of Allegro or its functions in order to use our code. Technically this assignment only required us to have very basic input, allowing the outside code to determine if the user was pressing "F", "S", and the location of the mouse cursor. I decided instead, having finished the rest of the assignment quite quickly, to write a full input handler.

Determining Our Needs

Category: Game Architecture 

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