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Member Since 29 Jan 2011
Offline Last Active Oct 22 2014 06:55 PM

Journal Entries

Milcho's Journal > 2D Skeleton Woes

Posted 02 February 2013

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...

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

Posted 31 January 2013

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() {...

Milcho's Journal > Water, water, everywhere...

Posted 21 November 2011

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...

Milcho's Journal > Grass, water and detail textures

Posted 29 October 2011

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...

Milcho's Journal > Triplanar texturing and normal mapping

Posted 10 October 2011

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,...