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Shogun3D's Coding Page

Welcome to blueshogun96 AKA Shogun3D's coding page!

I really enjoy coding for game consoles and other handheld devices. Makes me feel more professional, lol. But really, there's something awesome about coding for an exclusive platform like Xbox or iPhone. I don't have access to very many platforms to code on, but here's what I've been able to come up with in my spare time. Some things I've written, and other things I've simply ported over for fun! Read on and see if there's anything you like.

Aero Blasters (Xbox)

  1. Platform(s): Xbox
  2. Language: C++
  3. APIs: DirectX & Xapi
  4. Developent Time: About a day or two.

One of my favourite indie DOS games ported to Xbox!

Originally written for 32-bit DOS, I managed to get a working port of this game. Instead of rewriting the drawing engine, I decided it would be easier to simulate it using an 8-bit texture instead. It was the most feasable solution. Also supports sound generation and gamepad usage for better control.

Although I'm proud of this acheivement, the sound code seems to slow the game down. It may be a better idea to record the sounds and load them from disk instead. That's for a later time though. =)

Distort

  1. Platform(s): Xbox
  2. Language: C
  3. APIs: DirectX & Xapi
  4. Developent Time: Can't remember

Considering the fact that Xbox Direct3D is very similar to the OpenGL 1.5 specification to take full advantage of the NV2A, I found it to be quite simple to port OpenGL code to Xbox with little or no effort!

The distortion demo originally written for Iris and ported to OpenGL was one of my favourite OpenGL demos and I've always wanted to use the ripple effect in my Direct3D code. It's a really neat effect. The initial problem was using the right matrix type to simulate the 2D effect. Got it though, just had to use an orthographic projection.

Sokoban3DX

  1. Platform(s): Xbox
  2. Language: C++
  3. APIs: DirectX & Xapi
  4. Developent Time: About a day.

Another game/demo I ported in my spare time. I found it on planet sourcecode years ago, and quite frankly, I thought had lost it in that hard drive crash. It's a fairly interesting game for the first 15 minutes, I'll give it that, assuming you like to solve puzzles and what not.

Porting it was easy though. I had to use my own DirectSound code to make it work, but meh, it was worth it, lol.