KBAL Entertainment

KBAL Entertainment KBAL Entertainment is an indie game developer.

Long time no see! I recorded some C++ coding videos. Have fun!
15/03/2020

Long time no see! I recorded some C++ coding videos. Have fun!

In this episode we're taking a look at bit swapping in problem 5.2 from the "Essentials of Programming Interviews" book.

16/01/2017

Programming for the SNES for fun... This little demo took many, many hours of digging through incomplete documentation, cryptic assembler demos and tedious image conversion.

Develop all the things!
29/03/2016

Develop all the things!

22/01/2016

We've been working on a tower defense game. We programmed a simple onset detection algorithm and used it to scale some entities. Marius Stärk, Philipp Thiel

New toy: Oculus Rift DK2
23/11/2015

New toy: Oculus Rift DK2

New safety regulations at work...
05/10/2015

New safety regulations at work...

Implemented a 2D lighting algorithm. Still needs some optimization, but it's working!
03/10/2015

Implemented a 2D lighting algorithm. Still needs some optimization, but it's working!

A short demo video of the shadow map in action: https://www.youtube.com/watch?v=nIbCfmp9P28
26/08/2015

A short demo video of the shadow map in action: https://www.youtube.com/watch?v=nIbCfmp9P28

I created a simple shadow map by rendering light patches onto a sf::RenderTexture and rendering it back to screen using a blur shader.

Working on this game idea again. Now together with a friend ;) I implemented a shadow map and gave enemies a field of vi...
25/08/2015

Working on this game idea again. Now together with a friend ;) I implemented a shadow map and gave enemies a field of view. Next thing on the list is AI.

Thanks for over 13,000 total video views on my YouTube channel!
04/05/2015

Thanks for over 13,000 total video views on my YouTube channel!

16/02/2015

Code riddle: what does this function calculate?

bool func(int n) {
return ((n&(n-1)) == 0);
}

Quad tree & ray casting in action
04/01/2015

Quad tree & ray casting in action

Added a quad tree to the entity system to speed up collision resolution. Also implemented ray casting for shooting enemies.

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