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BeauPrime's Nook

Game development and other tidbits. April 30, 2015. Rigid Body Simulation (Game Physics). For this Game Physics project I tried my hand at a rigid body simulation, which for now remains incomplete. Due to a combination of factors the simulation doesn't work as nice as I'd like - some of the math is a little fuzzy and collision resolution between bodies is jittery. April 29, 2015. Component-based UI System (Project Postmortem). An important project I struck out on this semester was the creation of a compo...

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BeauPrime's Nook | blog.beauprime.com Reviews
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Game development and other tidbits. April 30, 2015. Rigid Body Simulation (Game Physics). For this Game Physics project I tried my hand at a rigid body simulation, which for now remains incomplete. Due to a combination of factors the simulation doesn't work as nice as I'd like - some of the math is a little fuzzy and collision resolution between bodies is jittery. April 29, 2015. Component-based UI System (Project Postmortem). An important project I struck out on this semester was the creation of a compo...
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BeauPrime's Nook | blog.beauprime.com Reviews

https://blog.beauprime.com

Game development and other tidbits. April 30, 2015. Rigid Body Simulation (Game Physics). For this Game Physics project I tried my hand at a rigid body simulation, which for now remains incomplete. Due to a combination of factors the simulation doesn't work as nice as I'd like - some of the math is a little fuzzy and collision resolution between bodies is jittery. April 29, 2015. Component-based UI System (Project Postmortem). An important project I struck out on this semester was the creation of a compo...

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1

BeauPrime's Nook: Component-based UI System (Project Postmortem)

http://blog.beauprime.com/2015/04/component-based-ui-system-project.html

Game development and other tidbits. April 29, 2015. Component-based UI System (Project Postmortem). An important project I struck out on this semester was the creation of a component-based UI system portable to other platforms. I wanted to create something that scaled nicely and allowed artists to create beautiful layouts without having to write a line of code. This worked out very well and has become one of the standout systems in my framework. Subscribe to: Post Comments (Atom). View my complete profile.

2

BeauPrime's Nook: Pierce the Dark

http://blog.beauprime.com/2014/05/pierce-dark.html

Game development and other tidbits. May 2, 2014. Pierce the Dark is the newest (and only) game from the Beautiful Elevator Kids, a team of six student game developers at Champlain College. We're comprised of Ben Thomson (Lead Designer), Alex Beauchesne (Lead Programmer, me), Zach Collins (Lead Artist), Charles Stone (Designer), Vasily McCausland (Programmer), and Chas Elterman (Artist). You can download the beta as it stands for PC. Watch some gameplay footage here. Subscribe to: Post Comments (Atom).

3

BeauPrime's Nook: Rigid Body Simulation (Game Physics)

http://blog.beauprime.com/2015/04/rigid-body-simulation-game-physics.html

Game development and other tidbits. April 30, 2015. Rigid Body Simulation (Game Physics). For this Game Physics project I tried my hand at a rigid body simulation, which for now remains incomplete. Due to a combination of factors the simulation doesn't work as nice as I'd like - some of the math is a little fuzzy and collision resolution between bodies is jittery. Subscribe to: Post Comments (Atom). We Love Nuclear Armageddon. View my complete profile.

4

BeauPrime's Nook: Planetary Simulation (Game Physics)

http://blog.beauprime.com/2015/02/planetary-simulation-game-physics.html

Game development and other tidbits. February 17, 2015. Planetary Simulation (Game Physics). Over the past few weeks, I've created a planetary physics simulation for my Game Physics course. It uses OpenGL, GLUT, and GLUI to render out the simulation. Subscribe to: Post Comments (Atom). We Love Nuclear Armageddon. I'm BeauPrime, game developer and programmer extraordinaire. I enjoy crafting unique, often challenging, experiences for my players, trusting them to think for themselves. View my complete profile.

5

BeauPrime's Nook: Mass Aggregate Physis (Game Physics)

http://blog.beauprime.com/2015/04/mass-aggregate-physis-game-physics.html

Game development and other tidbits. April 3, 2015. Mass Aggregate Physis (Game Physics). For this Game Physics project I confronted a mass aggregate-style physics simulation, attempting to get basic shapes and motion from rod and cable constraints. For various reasons this didn't turn out as expected. The project also took longer than it should to complete. I underestimated how long debugging the simulation could take. After all, the algorithms are pretty simple and laid out for us in the course ...This ...

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BeauPrime's Capstone Blog: Finding a track on which to return (S2W6)

http://capstone.beauprime.com/2015/02/finding-track-on-which-to-return-s2w6.html

Views from NeverYear Games' Lead Engineer. Sunday, February 22, 2015. Finding a track on which to return (S2W6). We've spent perhaps an excess of time planning and debating, but hopefully we've gotten to a point where we can really get back on track. It'd be nice to see this project progress beyond the usual limitations of a student project. Subscribe to: Post Comments (Atom). View my complete profile. Simple template. Powered by Blogger.

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BeauPrime's Capstone Blog: Prelude to "break" (S2W8)

http://capstone.beauprime.com/2015/03/prelude-to-break-s2w8.html

Views from NeverYear Games' Lead Engineer. Monday, March 9, 2015. Prelude to "break" (S2W8). This week was a bit odd in terms of work, since it sits on top of two industry events and right next to our spring break. GDC and PAX poached some of our members from campus (myself included! So we mostly planned out everything we need to get done for the alpha milestone, which is incredibly close. Subscribe to: Post Comments (Atom). View my complete profile. Simple template. Powered by Blogger.

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BeauPrime - Projects

http://www.beauprime.com/archive.php

A Study in Human Traditions. We Love Nuclear Armageddon. Extreme Fly Fishing 2013. Ninja Cat: Quest for Bird. This section is still under construction. Alexander Beauchesne, 2016.

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BeauPrime - About

http://www.beauprime.com/about.php

I'm Alex Beauchesne, game developer and programmer extraordinaire. I create experiences for others to enjoy, most often in the form of games. Sometimes I'll write stories, draw pictures, or make music. I primarily express myself creatively through games. I intend to create strong experiences by unifying mechanics and theme. My games tend to emphasize player choice, atmosphere, and creative use of audio. I'm also not immune to the charm of creating arcade-y, systems-focused projects.

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BeauPrime's Nook - We Love Nuclear Armageddon

http://www.beauprime.com/games/nuclear-armageddon.php

We Love Nuclear Armageddon. Lead Programmer (NeverYear Games). Strategic interplanetery nuclear war. Spread peace to the galaxy through nuclear warfare! Fight against three factions to destroy every nuclear weapon and habitable planet you can find. Challenge your friends in short, intense matches, using each faction's unique weapons to out-maneuver and out-nuke each other's planets. Do you love Nuclear Armageddon? Winner of Best Design at Champlain College Senior Show 2015! 3D artist and animator.

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BeauPrime - Portfolio

http://www.beauprime.com/portfolio.php

Lead Developer (Filament Games). We Love Nuclear Armageddon. Lead Programmer (NeverYear Games). Strategic interplanetery nuclear war. Lead Programmer (Beautiful Elevator Kids). Procedurally generated survival horror. Alexander Beauchesne, 2016.

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BeauPrime - Portfolio

http://www.beauprime.com/.

Lead Developer (Filament Games). We Love Nuclear Armageddon. Lead Programmer (NeverYear Games). Strategic interplanetery nuclear war. Lead Programmer (Beautiful Elevator Kids). Procedurally generated survival horror. Alexander Beauchesne, 2016.

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BeauPrime's Nook - Space Spheres

http://www.beauprime.com/games/space-spheres.php

Save a spaceship from destruction by moving the planets around it. Use gravity to your advantage to slingshot the ship to safety. Survive for as long as possible. It's a simple game that proved addicting during its development. The death screen text, "You weren't ready" was originally placeholder, but my professor loved it so much that I left it in. Everyone who tested the game during its development. I appreciated your encouragement. Source of the music used in-game under Creative Commons.

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BeauPrime's Nook - Pierce The Dark

http://www.beauprime.com/games/pierce-the-dark.php

Lead Programmer (Beautiful Elevator Kids). Procedurally generated survival horror. Control a 13th century assassin. Venture deep into the bowels of a hostile cavern in pursuit of a foreign leader. Master your crossbow and environment over seven procedurally generated levels in this atmospheric challenge. Lead designer and level maestro. Systems designer and scripter. Who created the game's environments. Who brought our creatures to life. Who programmed the game's main menu. Alexander Beauchesne, 2016.

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