Derydoca Game Engine

Cleaning up a SOIL’d Project : LNK4075

I have been doing a lot of cleaning up on the Derydoca Engine project lately. One of the goals was to get rid of any and all errors and warnings in the project. I was originally playing a bit fast and loose in getting the project set up, but now I want to tighten things down so I can be sure I don't let a little warning bubble out into a big error or bug down the road. I was able to get rid of everything except one little annoying warning: LINK : warning LNK4075: ignoring '/INCREMENTAL' due to '/LTCG'…
Derrick Canfield
February 21, 2018
Derydoca Game Engine

The Case for Meta Files

As the Derydoca engine has been fleshed out, there was one aspect of the engine I have been putting off until it was necessary. Serialization of game assets is necessary to keep a sensible codebase. It is very unwieldy and unmaintainable to hard-code your levels and game assets. I have been doing just that to get me by, but eventually the codebase got too crazy to maintain that I decided to tackle the issue. The approach I am taking is similar to how Unity is structured. You will have a project folder full of assets that the engine needs to…
Derrick Canfield
January 30, 2018
Uncategorized

I Am Now a Certified Unity Expert

Back in October I walked into an office building in Santa Monica to take potentially the most difficult exam I've ever taken and it was to become a certified Unity expert in rigging and animation. I walked in to see two people in the office where the exam was to take place. One of them was a Unity employee that was there to proctor the exam and the other person was there to become a certified Unity expert. I was shocked that there was only one other person there to take the exam. Before everything kicked off, two other people…
Derrick Canfield
January 9, 2018
Uncategorized

Fighting with Shaders

The last couple of weeks I have been working on getting a basic diffuse shader working in the game engine I am developing (Derydoca Engine) and only now do I have it all functioning properly. This isn't my first time implementing a diffuse shader, but it was the first time I implemented one in an engine I built from the ground up. One simple mistake in my matrix calculation compounded with limited debugging of GLSL code could have (and probably did) cause me quite the headache. I say "probably" because I am not sure what problems I had in my…
Derrick Canfield
January 9, 2018
Derydoca Game Engine

The Derydoca Game Engine

I have been an avid user of the Unity game engine since 2010 and am very comfortable working with in it. You may wonder why I am bothering writing my own engine. Well, I've always been interested in what makes a game engine actually tick and with my years of experience shipping titles, I have a good idea of what components are necessary and I wanted to see what an engine of my own creation would look like. That, and I've had a half-read copy of Game Engine Architecture staring at me from my library shelf for far too long.…
Derrick Canfield
December 19, 2017
Unity Asset Store

Encrypting Data in Unity using CryptoPrefs

I have been working in Unity since 2010 and over the years have gotten comfortable using the PlayerPrefs class to store data here and there. I'm sure many Unity developers get comfortable putting their data there. However, this data is stored in plain text on the player's machine. If you have any critical information that you need stored on the local device, be prepared for your players to play with it. Usually it is an inconsequential thing when players change some parameters, however, you can expose sensitive data and allow in app purchases to be unlocked through your player prefs…
Derrick Canfield
December 19, 2017
Uncategorized

Just for Fun: GUIQueue

I wanted to create a tool for Unity that would help display a list of text to the user and fade out over time. A common thing found in today's games. I figured it shouldn't be too hard to implement so I had the urge to throw the code together. Soon I will have it available for free for anyone with Unity to use. For now I just wanted to show it off. There are two GUIQueues in the demo scene. One of them will spout off random sentences and push them off into the distance at random intervals. All…
Derrick Canfield
June 19, 2011
Archived Projects

From The Archive – OpenGL Demo Scene

I am currently reading through OpenGL SuperBible and it reminded me of a project I worked on a while back which I was quite proud of. It was my first real steps into learning OpenGL. It originated as a class project where we were required to display a triangle on the screen using OpenGL. Not satisfied with that, I elaborated on it and ended up with my OpenGL Demo Scene project. Go ahead and check out the project page to see more of it and download a demo scene I put together.
Derrick Canfield
November 8, 2010
Uncategorized

Shadow Dynasty is Available for Download

Today was senior project presentation, and everyone's projects were great! My group and I were also very happy with how our presentation turned out and we were happy to let everyone see our final product. If you haven't already, download and play our game. Then let us know what you liked by sending us an email at shadowdynasty@derydoca.com, or just say it to our face if you know us. Now, if you'll excuse me, I have to tend to some neglected games of mine.
Derrick Canfield
October 14, 2010
AnnouncementsEvents

Check Out Our Game Shadow Dynasty at GDC Austin 2010

Unfortunately we can't be there in Austin showing off our game at GDC, but Tim Harrington, Dean of the Game and Simulation Degree here at DeVry is at the show with our game on display. I'm hoping to hear some feedback about the game, good and bad, which is why we created the email for our project Shadow Dynasty. If you have gone to GDC and played our game, please send an email to shadowdynasty@derydoca.com and let me know your impressions of the game and I will relay it to the rest of the team. We will be releasing the…
Derrick Canfield
October 6, 2010