On-the-fly generation of normal maps from a greyscale input (in this case, a simple smoke particle system). Looks rather nice if I do say so myself. [cool] A little slow here, probably because my FX5200 isn't too hot at GLSL shaders. Not optimised at all really, so probably possible to gain quite a…
Following on from the previous, has anyone any good suggestions for crazy 2d effects to try out? Doesn't have to be even remotely sensible or grounded in reality, just something that would make you go 'that looks cool'. Or variations on existing effects would be good as well.
So far I'm thinking:
- H…
So far I'm thinking:
- H…
Screen-space distortion effects have become more common recently, particularly for funky water and heat haze effects. A few months ago I had a crack at doing this but hit a couple of snags:
- You need a dependant texture read, which in OpenGL can only be done in a vendor-independant manner with GLSL…
- You need a dependant texture read, which in OpenGL can only be done in a vendor-independant manner with GLSL…
The path tool now properly imports and exports to XML. :)
Draw multiple paths, edit them, then save the whole lot to one XML file. Soon I'll load and reference the paths individually by name in the game itself. Still needs some usability work (like hiding or renaming paths) but nice and functional.
O…
Draw multiple paths, edit them, then save the whole lot to one XML file. Soon I'll load and reference the paths individually by name in the game itself. Still needs some usability work (like hiding or renaming paths) but nice and functional.
O…
Well its been a while, mainly because I've gotten slightly hooked on GTA San Andreas on the XBox.
I've been moving more and more resources over to xml and I'm still being impressed with the results. Previously I've used XML-like files (with a similar tag structure, but much simpler) which was good b…
I've been moving more and more resources over to xml and I'm still being impressed with the results. Previously I've used XML-like files (with a similar tag structure, but much simpler) which was good b…
You might have already seen this linked in the forums, but here it is again: Gamedev.net Journal Image Thinger. Pulls out the last few images posted to gamedev journals and displays them, alongside a link to the journal.
I don't do much PHP, so its probably pretty unoptimal. What it does is:
- Opens …
I don't do much PHP, so its probably pretty unoptimal. What it does is:
- Opens …
The shooting behaviour I mentioned earlier is in, and looking quite nice, although it doesn't give any visually impressive stuff yet.
Here the white chain bullets move indepenantly but will kill the player if he tries to go between them. You can also see the enemies moving in formation in groups of …
Here the white chain bullets move indepenantly but will kill the player if he tries to go between them. You can also see the enemies moving in formation in groups of …
After much indecision, I'm ended up writing down how I wanted the code to 'look' from a usage point of view, and designed (read: improvised) a back end which would do this nicely. This usually tends to give me good results when I can't see an obvious way to do things. Unfortunatly it can miss out s…
Gah! Coder's block!
I need to add 'something' to control enemies shooting patterns and behaviour, which needs to be fairly flexible but easy to configure. I've been staring at it for a week or so now and I'm still no closer to comming up with a good idea of how to do it.
Actually, "flexible but easy …
I need to add 'something' to control enemies shooting patterns and behaviour, which needs to be fairly flexible but easy to configure. I've been staring at it for a week or so now and I'm still no closer to comming up with a good idea of how to do it.
Actually, "flexible but easy …
A fairly mundane screenshot today, this is my current work in progress - a vertical scrolling shooter. I've got a whole bunch of ideas (new and old) that can be worked into this, but first I gotta get this working well as a plain-old shooter.
Here you can see the player's ship (blue tri) and a bunch…
Here you can see the player's ship (blue tri) and a bunch…
Ok, I promised eye candy so:
This is from a month or so ago, a procedurally generated galaxy rendered in OpenGL. No extensions - just basic texturing and vertex colours!
The background is two cloud layers (the blue and the purple) which are cellular textures. These expand from the edge outwards to gi…
This is from a month or so ago, a procedurally generated galaxy rendered in OpenGL. No extensions - just basic texturing and vertex colours!
The background is two cloud layers (the blue and the purple) which are cellular textures. These expand from the edge outwards to gi…
My semi-random journal, with semi-random content. Thoughts and progress on my own game programming, with plenty of images and eye candy to keep things interesting. And the occasional game recommendation if I've got my hands on something particularly good.
To kick things off, go play Mono - an intere…
To kick things off, go play Mono - an intere…
Advertisement
Popular Blogs
Advertisement