Showing posts with label LastUpdate. Show all posts
Showing posts with label LastUpdate. Show all posts
Sunday, 12 October 2014
Thursday, 9 October 2014
My first call to generic methods with Reflexion
Hello everybody,
hope your are well,
so this morning I just finished to implement my first method to call generic methods with Reflexion.
I'm still a junior C# developer so this is really cool.
(I'm almost done with my training in ASP .Net C#.)
This is a little soft in WinForms to encrypt text string with TripleDES, AESManaged and RijndaelManaged.
The generic methods to encrypt and decrypt :
And the method to call the generics methods :
hope your are well,
so this morning I just finished to implement my first method to call generic methods with Reflexion.
I'm still a junior C# developer so this is really cool.
(I'm almost done with my training in ASP .Net C#.)
This is a little soft in WinForms to encrypt text string with TripleDES, AESManaged and RijndaelManaged.
The generic methods to encrypt and decrypt :
And the method to call the generics methods :
Saturday, 30 August 2014
Sunday, 17 August 2014
My Multi Devices Game (WIP)
Hi everybody,
after some time, working on my own multi devices little game,
I come back with good news.
The character controller now work on Mobile with virtual input on screen, on Desktop with Keybord and/or GamePad and recently on PSVita trough the PSM.
(PS3/4 and XBox360/One devices are planned but I don't have yet any licences so I cannot test on it for the moment.)
I am actually working on the UI and this is a little harder than I expected.
Update : A custom input manager is now implemented.
after some time, working on my own multi devices little game,
I come back with good news.
The character controller now work on Mobile with virtual input on screen, on Desktop with Keybord and/or GamePad and recently on PSVita trough the PSM.
(PS3/4 and XBox360/One devices are planned but I don't have yet any licences so I cannot test on it for the moment.)
I am actually working on the UI and this is a little harder than I expected.
Update : A custom input manager is now implemented.
Monday, 17 March 2014
Third Player Controller Part02 (Unity) (Update 26/03)
Hi everybody,
Last few days I started to re-do some stuff on my TP Controller.
I entirely recode the camera occlusion/collision and lock system.
And add some improvement to the rest of the code.
I also intend to redo the character rig and animation before coding the main part of the climbing system. (The main goal of this project.)
I really think it is my biggest coding experiment and I learned a lot of things about C#, about coding in general and about myself, improve my technical skills and makes me happy to do something functional .
I will record a little video like the others to show the system in action.
So to update this article, I post today an image of the new IKFK Rig in Maya 2012.
(IKFK Arms, IK Legs and FK Spine)
I tried many IK spine solutions, but the IK spine with the advanced twist control in Maya destroy my IKFK arms and I don't know why, so I will use FK spine who is not so bad.
There is also driven keys on IK foot and FK fingers.
The character mesh and skinning are in progress. I will use a proxy style with non attached parts to simplify skinning and because it is not my main goal to have a complex character mesh to skin.
Last few days I started to re-do some stuff on my TP Controller.
I entirely recode the camera occlusion/collision and lock system.
And add some improvement to the rest of the code.
I also intend to redo the character rig and animation before coding the main part of the climbing system. (The main goal of this project.)
I really think it is my biggest coding experiment and I learned a lot of things about C#, about coding in general and about myself, improve my technical skills and makes me happy to do something functional .
I will record a little video like the others to show the system in action.
So to update this article, I post today an image of the new IKFK Rig in Maya 2012.
(IKFK Arms, IK Legs and FK Spine)
I tried many IK spine solutions, but the IK spine with the advanced twist control in Maya destroy my IKFK arms and I don't know why, so I will use FK spine who is not so bad.
There is also driven keys on IK foot and FK fingers.
The character mesh and skinning are in progress. I will use a proxy style with non attached parts to simplify skinning and because it is not my main goal to have a complex character mesh to skin.
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