Author Archives: Michael

MoneyTrack

December 25th, 2011 | Posted by Michael in WP7 - (0 Comments)

I didn’t post about this when I first released the app, but now is a good time. MoneyTrack is a small app I made for myself that allows me to track my spending when I’m out, in a really simple way. I’ve noticed expense apps and other systems require a lot of extra information that … Read more

Kinect: Reprojecting the Depth Stream

December 9th, 2011 | Posted by Michael in Programming - (0 Comments)

Recently I was looking into a Kinect idea for work and needed to re-project the depth map into a point cloud that we could further process. I found it is hard to get information on how to do this properly with the data given by the official SDK, so I thought I would put this … Read more

ScriptTD v2 Planning

November 16th, 2011 | Posted by Michael in Programming | WP7 | XNA - (0 Comments)

Just a quick post to mention that I’m currently planning out features for ScriptTD version 2.0. so far I have some input from the discussion boards on the Codeplex site, and I’ve placed all of that into a Trello board that will let me plan out the roadmap for this version and future versions. If … Read more

ScriptTD

October 9th, 2011 | Posted by Michael in Games | Programming | XNA - (1 Comments)

I just realised I never posted about this. ScriptTD is a project I have been working on for the past year now, although we officially launched a couple of months ago, I’m still working on v2.0. The goal was to create a Tower Defense game engine for Windows Phone 7, allowing people with no coding … Read more

Blender 2.57b Tutorial

May 26th, 2011 | Posted by Michael in Programming | Tips | XNA - (0 Comments)

Charles Humphrey (Nemo Krad) has started a tutorial on the 2.57b release of Blender – the free and open source 3D modelling tool. He focuses on blender, but covers how you can use Blender to create content for XNA; and in future he plans to create content on working with Dual Textures and Skinned Animation. … Read more

XNA Cross-Platform Editing in Real-time

April 10th, 2011 | Posted by Michael in Programming | XNA - (3 Comments)

One of the cool new features appearing in a lot of modern engines is the ability to work in an editor on the PC and have the level changes replicate on a running console build of the game in real-time. For commercial games this often happens over the high speed USB connection, however due to … Read more

IC Game Design – A Key Tip for Success

March 27th, 2011 | Posted by Michael in Tips - (0 Comments)

Recently I have had the pleasure of helping to judge the entries for the 2011 Imagine Cup Game Design competition. The quality of some of the entries assigned to me was quite high, however there were some issues that prevented me from experiencing some of the games as intended. So I decided to write this … Read more

XNA Tip #1

January 25th, 2011 | Posted by Michael in Programming | XNA - (0 Comments)

This is the first in what will probably be a random series of small posts about tips and tricks, and other notes about xna. When implementing the light pre-pass algorithm in XNA 4.0, I found that the alpha channel was messing around with my intermediate render targets. To resolve this, you need to create a … Read more

TechEd 2010 Academic Day Slides

August 31st, 2010 | Posted by Michael in Programming | Students | TechEd | XNA - (0 Comments)

As promised, here are my slides for my presentation on Windows Phone 7 during Academic Day at TechEd 2010.

Tech Ed Australia 2010 Day 1

August 24th, 2010 | Posted by Michael in Cloud | Programming | Students | TechEd | Xbox 360 | XNA - (0 Comments)

I was recently invited to speak on a pre-day for faculty and students at TechEd Australia, held on the Gold Coast. The plan is to write up a little bit about each day, although it might not be up the same day, depending on internet availability. So today was Academic Day, in particular, for faculty … Read more