nikki93/.emacs.d-old
vim keys (evil-mode), emacs environment
Discovered public repositories for nikki93 in the GitHub catalog.
vim keys (evil-mode), emacs environment
some ideas involving games, C and Lua
opengl experiments
trying stuff in the Blender Game Engine
my website
trying out urho3d
vim configuration files. 'ln -s ~/.vim/vimrc.vim ~/.vimrc && vim +BundleInstall +qall' required after first pull.
Team fortress 2 configuration files!
Random code, textbook exercises, programming challenges and stuff
Free 2D game development tool focused on the recent video cards for hardware acceleration and shader effects. It may be used to develop any style of game, such as top-down view RPG's, side scrollers and shoot'em up games. The main goal of this engine is to provide high-quality lighting, shadow and particle effects with an easy to use visual interface and a simple and direct scripting system.
SPE 2012!
SDL+OpenGL test.
Not sure what this is yet... Something to do with particle effects.
My .vim stuff.
software version control visualization
Organize events, to-dos, and deadlines.
Ruby configuration for wmii window manager
A simple stack-based scripting language. Very early version, missing some important features, but still fun.
The sequel to GraLL. Has a whole lot of new stuff: Another dimension, better physics, gravity-switching, Python scriptability, real save/load, new types of obstacles.
BtOgre is a very thin and small Bullet-Ogre connection. This wrapper does not try to provide its own RigidBody or CollisionShape classes. Instead, you talk directly with Bullet. The only thing it does is connect the btRigidBodies (only rigid bodies for now, I'm still not good with soft bodies) to their SceneNodes, convert Ogre meshes to Bullet convex hulls and triangle meshes etc., provide a debug drawing mechanism, and a Bullet-Ogre vector/quaternion conversion utility.
nikki's Game Framework, a set of framework classes and stuff in C++ that helps develop applications (especially games) with Ogre.