The Nub Of The Engine

For a long time I was shortening the word Entity to Thing, even though it’s mostly shorter by syllable count. I couldn’t find a better word at first, but recently for some reason I looked again. The nub of the story is that “nub” also means “the essence of something”. A nub becomes a bud that either branches off, or blooms into a leaf or fruit or flower.

This fit in perfectly with the naming style I was already using. Every Nub has a Genus property, and you use …

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Now It’s Time To Go, Numbers

There’s only one place for me to begin with writing articles about coding. The most fundamental parts of the JEOZ Engine are GoNumbers, GoVectors, and GoColors. Games require smooth movement, and building these objects into the core of the JEOZ Engine makes that effortless and automatic.

Simply put, you move from one point to another at X Percent each frame of animation. Instead of a constant motion which looks robotic, it starts very fast and slides to a stop. If you apply this to Arrow Key (WASD) inputs, it …

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The New “Microsoft Visual B# Language” (AKA Desperate Misleading Click-Bait)

Or, “The TOP 5 THINGS you will NOT BELIEVE they are adding to Visual BASIC!”. And I hesitated to do this, but I’m pretending to click-bait to prove my point. I probably won’t do it ever again. In fact I swear I’ll never ever do it again if you are about to stop reading.

I’m not about to say anything important anyway, this is an opinion. The point of this article is that there are a couple of simple modifications that could be done to Visual Basic that would …

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What Is The JEOZ Engine?

The JEOZ Engine is meant to be the simplest, most bare-bones 3-D game engine. When I say it’s “old school” I mean grade school, and not just because it’s written in Visual Basic. I don’t require a big engine for simple arcade shoot-em-up games I’m trying to make, and I started learning this back when you had to start from scratch. Once my games are complete, the JEOZ Engine will be an excellent starting point for others in the gaming community to build upon. I plan on doing …

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A Brief History Of JEOZ

One of my first attempts at making a game was around 1992, a 2-D platformer starring the ASCII Smiley character, using QBasic in MS-DOS. In 1995, I tried to clone Mario’s Picross for GameBoy, as a Windows 3.1 app using Visual Basic 3.0. For a few years I mostly worked with web pages, graphics design, Perl, and Javascript, and didn’t get back into games for a while. Early in 1999 I found a Type Library for Visual Basic 6 to use DirectX hardware acceleration, and made a vertical …

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