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Member Since 26 Oct 2002
Offline Last Active Apr 29 2013 03:39 PM

Topics I've Started

Shade Dogs (iOS)

09 April 2013 - 10:11 PM

I remember joining gamedev.net a long time ago, in fact it's been over 10 years! In any case, I can't believe it's been that long until I've published my first commercial game, Shade Dogs, which I'm proud to announce is now available on the AppStore. I'm now a full-time independent developer (woohoo!), and I'm working on a second title, called Moonman, which should be available in 3-4 months (for PC).


Thanks gamedev, and I'd be very interested to hear your thoughts on my game. Cheers!


AppStore Link: https://itunes.apple.com/us/app/shade-dogs/id611605111?mt=8&uo=4









Game: Get Off My Lawn!

28 May 2009 - 05:22 PM

My pyweek8 entry Get Off My Lawn is now available on my site. Enjoy! A video is available here. Some screenshots: [Edited by - Kuladus on May 30, 2009 11:16:21 PM]

Sydneysiders... UNSWers...

31 October 2005 - 06:06 PM

Hey Sydney-siders, I'll be moving up to Sydney (Clovelly) temporarily from Nov242005-Feb172005 while I work on automated theorem proving with UNSW (through a scholarship with the Engineering faculty). Any wise words I should heed while I'm up there? I was also wondering if anyone attended UNSW, and if so, what they think of it?

hons proj

14 October 2005 - 04:54 PM

G'day, I'm planning on doing my honours for comp sci next year and need some good suggestions for a project. The project runs for the entire year and I will be spending about 60% of my time on it. I hopefully want to do something with a decent rigorous theory behind it. So far I have thought about researching: - non-photorealistic rendering for real-time applications - surface modelling - procedural solid texturing - hypertexture (aka Perlin) - various volumetric visualisation techniques - complexity theory - emergent behaviour - differential geometry visualisation techniques - genetic algorithms applications - automated theorem proving I have considered developing a pda-like device than runs a mini-linux kernel and vim (the best text editor in the multiverse :)). I have also briefly considered developing a game from scratch. (though this seems more of a software engineering project than computer science). So, ladies and gents I call for your ideas. Thanks, Ben.

Perlin's Good Fake Noise (GPUGems)

12 July 2005 - 07:45 PM

I'm having trouble following Chapter 5 - Implemnting Improved Perlin Noise, where Perlin talks about rotating the high-frequency texture value (pg81). I am confused about what to do with this rotated value .. any input/links would be appreciated. Here is a snippet of my shader in Cg. texture contains my pregenerated sampled 3d noise.
    float noise(sampler3D texture, float3 coords)
-     const float pi = 3.141592;
|     float2 lo = 2*tex3D(texture, coords/9).xw-1;
|     float2 hi = 2*tex3D(texture, coords).xw-1;
|     float2 rot = {hi.x * cos(2*pi*lo.x), hi.y * sin(2*pi*lo.x)};
|     return ??????
[edit] It seems
return (rot.x + rot.y)/2;
gives adequate results, but does anyone still know anything regarding this problem? [Edited by - Kuladus on July 13, 2005 2:34:46 AM]