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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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Milcho's Journal



2D Skeleton Woes

Posted by Milcho, 02 February 2013 · 725 views
2d animation
About two months ago, I started writing a 2D game. Given that my previous work was on a 3d deformable terrain, I figured a nice 2D game would be a nice change of pace, and give me less hassle. I was right...mostly.Character animation in 3d is not a simple task. There's some great software out there to help you animate it, heck, two years ago even I wrote...


Today's Lesson (for me): Pointers that mysteriously get deleted!

Posted by Milcho, 31 January 2013 · 480 views

I'm posting this as an excercise/lesson, hopefully its useful to someone.Eight years after I started learning c++, I was still caught off guard by this.Basically I had code like this: (ignore the LOG_DEBUG - that was just put there when I was testing this)struct ViewMember{  ViewMember(Widget *wid, int wei) : widget(wid), weight(wei) { }  ~ViewMember() {...


Water, water, everywhere...

Posted by Milcho, 21 November 2011 · 734 views

I've been working on water, slowly progressing forward. To those who might wonder, keeping track of, generating storing and updating water when you're dealing with a 5km planetoid (our current test planet) isn't quite straight forward. This is sort of a backpost, since i already had basic water in my last post. But this is a bit more in...


Grass, water and detail textures

Posted by Milcho, 29 October 2011 · 411 views

Here's a video of the work we've done on water, grass and detail textures. There's also a new build with these featuers on the blog: http://blog.milchopenchev.com

We haven't really had time to post any detailed description on the technicals behind the water or detail maps, but hopefully soon we will. As always, thanks for...


Triplanar texturing and normal mapping

Posted by Milcho, 10 October 2011 · 2,385 views



How we handled doing normal maps when also doing tri-planar texturing.

Note: this is a duplicate post from our project blog: http://blog.milchopenchev.com - the formatting may be a bit off,...


PrEdiTer project intro

Posted by Milcho, 24 September 2011 · 470 views
procedural, editable, terrain
The Procedural Editable Terrain project is just what it sounds like - a project to make an engine for terrain that is both procedurally generated, and allows for editing functionliaty (lowering, raising etc.)

The project evolved from my previous project for simply procedural terrain. One other person joined me on this project, and has been helping with...


Terrain generator resumed as Procedural Editable Terrain

Posted by Milcho, 09 September 2011 · 352 views

Well, it's been a long time since I've posted here.

The terrain project I've been working on has resumed, under the name PrEdiTer - Procedural Editable Terrain.

It's currently new blog is here: http://blog.milchopenchev.com

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Procedural Terrain + Texturing (with screenshots)

Posted by Milcho, 17 February 2011 · 635 views

The terrain is finally starting to look like..well.. terrain. With normal-based texture coordinate assignment and 3d texturing, the results are promising. The updated version is also up on my site, available for download, and in fact, I encourage you to try it and would appreciate...


Procedural terrain generation progress

Posted by Milcho, 15 February 2011 · 1,693 views

I've completed the start of the procedural terrain. You can download the test on my site here. I know not a lot of people read this, but if you are one of the few, and you decide to download it, I'd appreciate some feedback on how well it runs.

If you do download it, you can...


Density-based Terrain Screenshots mini-post

Posted by Milcho, 09 February 2011 · 623 views

Today, in a mini-update, some screenshots of terrain generated by a combination of the Marching Cubes algorithm and a perlin-noise density function.

The images below have 2 parts: a small grid in a 64x64x64 meter cube, sampled at 2 samples per meter, and a large grid in a 512x512x512 cube sampled at 0.25 samples per meter (1 sample every 4 meters)....






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