Vaguely In Focus

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The Depths of Mordor
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CulDeVu
April 02, 2016
Tools for Photosensitive Epilepsy I: Flashing

You can find the original post here. This version has been formatted to fit your scr-- I mean, formatted for GameDev.net
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In 2009 engineers from the University of Wisconsin released a piece of software called PEAT. This software has been used in medicine since as a tool to diagnose patients with pho…

2,495 views
CulDeVu
February 06, 2016
Microfacet Importance Sampling: For Dummies

Despite how important of a topic good importance sampling is in the area of global illumination, it's usually left out of all common-English conversations and tutorials about path tracing (with the exception of the Lambertian case, which is a good introduction to importance sampling). If you want t…

9,971 views
CulDeVu
December 15, 2015
Mathematics of Origami: Flat folding

So. Back at this.

First things first. You can safely disregard most everything I said last post. All of that was very observation-based, and is actually incorrect in almost every way. Which might seem strange, cause most of it made sense. For clarity and completeness, though, here's a list of why e…

3,567 views
CulDeVu
November 09, 2015
Origami and the associated maths
'ey.
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So this is going to be another one of those write-it-out-so-that-I-can-better-understand-it sort of things. Just a heads up. This IS a journal, after all, and functions as advertisement second.
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So. Origami and mathematics. We know that the two are related because, if you fold a piece of paper …
3,578 views
CulDeVu
September 30, 2015
Fluid Dynamics update
Oioioioioioioioioioioioi
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I'm not really going to talk about much math-y stuff this time. I've covered too much ground since my last entry ( ) to be able to remember all the pitfalls I ran into. So this time I'm only really going to be talking about the general algorithm, how I deal with the pitfal…
2,762 views
CulDeVu
August 22, 2015
Fluid Dynamics: Advection
Heyy all!
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First off, congrats to all the WoA participants. I didn't have the time to do it this year, but I'll try again for it the next go around ;)
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So, in my last little let-my-figure-everything-out-by-writing-stuff-down, I got some stuff wrong, and I got some stuff misleading. Minor things, most…
5,242 views
CulDeVu
August 09, 2015
Trying my hand at fluid simulation
Aight, let's roll.
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So fluid simulation is one of those things I've been meaning to get around to for a long time now. I've made simple particle simulations before but nothing that could simulate an actual fluid. Well, here's my opportunity!
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The biggest issue I've had over the last couple days is th…
2,422 views
CulDeVu
July 21, 2015
Failures in GI-land
Hello all! It's been quite a while.

So I've been working on life/jobs/family/etc the past couple months. A couple weeks ago, however, I decided to implement a type of arbitrary BRDF sampling based on factoring large matrices, found here: http://gfx.cs.princeton.edu/proj/brdf/brdf.pdf

The idea is to c…
2,835 views
CulDeVu
May 11, 2015
Down with the FastCall22 reign!
So FastCall22 has figured out how to kick himself in the gdchat. Well, he hath prowess over us no more!

Here's how to go about it:

Step 1:
Pull up the developer tools that show you incoming and outgoing packets. On Chrome, you hit F12 and click Network, and Firefox has a similar thingy.

Step 2:
Post a s…
2,931 views
CulDeVu
May 02, 2015
Small update with spaceships
Well, I didn't get much done this week, admittedly.

I really dislike this part of the school semester. I'm not that used to the whole college thing just yet, so it kinda happens out of nowhere. Oh well

So what I HAVE gotten done this week is a bunch of codebase-better-ing. You know, getting rid of s…
2,163 views
CulDeVu
April 25, 2015
Planetary Biomes
Oi there once more!

Not many images or videos this time around, unfortunately. It's mostly about updates about what I'm up to and what I'm working on.

So, first off, the non-euclidean stretchy game thingy. Turns out that some people in my art class had taken an interest in it when I was working on it…
3,798 views
CulDeVu
March 21, 2015
CulDeVu vs game development
Oi thar e'rybody!

So, I'm really bad at making video games.

I really like making prototypes and exploring new and cool mechanics.

These things don't go together very well.

See, it's not that I loose motivation. I'd be more than happy to work on it if making any sort of artwork weren't such a gargantuan…
2,437 views
CulDeVu
March 14, 2015
End of Spring Break update
'eyyyy!

So indiedb is an interesting place, and it has a really weird ranking system. I went from rank 1778/24950 to 4911/24950 in about 24 hours, during all of which I was never even in the catalog of games. I think the ranking system is based on both time and site visitors, or something similar. B…
2,018 views
CulDeVu
March 10, 2015
Half-week Update
Greetings, all!

Spring break! Woo-hoo!

That means that I'm using the time that I should be spending catching up on my school-work instead working on the not-so-much-of-a-prototype-anymore thing!

Firstly, I will say that every time I sit down in front of Illustrator or Photoshop, for me at least, is a …
2,205 views
CulDeVu
March 05, 2015
Moving slowly
Hola and all that jazz.

So I've decided that I'm officially friendzoning OpenGL.

I really want to like OpenGL. I really do. However, after everything we've been through, after both of us seeing each others' glaring faults come to light, it's just not the same. As hard as it is, I'll never be able to …
1,708 views
CulDeVu
February 21, 2015
Playing with new content generation
Hey all!

So I've been working on fixing an annoying little bug in the physics engine that sometimes makes you get stuck on corners. The fix is kinda hack-ish, but hey. Can't do anything about it. I also have got to implement some sort of friction in the game. It feels like you're playing on an ice l…
2,183 views
CulDeVu
February 15, 2015
Switcheroo to Vector graphics
Greetings!

First off, let me just say something about SVG files. In many ways, it's a fantastic format, especially in the way that its designed to be easily parsed. Unfortunately, SVG files are really bad at anything other than static art. Which is what it was made for, I guess, but that'll make ani…
1,976 views
CulDeVu
February 06, 2015
Getting a little pushy
??????????!

My art studio class has been kicking my ass with deadlines, so I haven't had much time to do development stuff this week. I've been trying to figure out how to get blender to render normal maps so I can get an art-pipeline up and running.

So my roomate was like "so what if you could push …
2,336 views
CulDeVu
January 31, 2015
CulDeVu vs Photon Mapping
Heyy all!

Sorry for not posting for a couple weeks, but it's the beginning of the semester again, and somebody's got to represent the freshman class at parties

So the graphics professor at school here was talking to me and he was like "you know what would be a cool idea?" Turns out, it WAS a cool id…
1,956 views
CulDeVu
January 14, 2015
Updates on top of updates
'Ello there!

Just kidding. Not really that many updates. Just a few minor things, honestly, while I'm working on getting the first piece of artwork done.

So I read something swiftcoder say[quote]
I keep a tally of all the bugs I have fixed with a single line code change. Over time it's reached a fairl…
1,774 views
CulDeVu
January 07, 2015
I can't art
Oi tharrr maties!

So I've been working more on grappling hooks and getting lua scripting to work. You know, gameplay specific stuff. The part of the game development where the interesting stuff stops really happening all the time. Cause let's be real, level design is kinda boring and tedious

So, as …
1,930 views
CulDeVu
January 01, 2015
Grappling Hooks in Non-Euclidean-Land
Oi there again!

I don't know how accepted it is to post 2 entries here so close together (like, 15 hours or so apart). I assume it's like double posting, but don't worry, I'll be quick.

I read last night Aardvajk's blog post about the grappling hook idea going under,
https://www.gamedev.net/blog/515/e…
1,833 views
CulDeVu
January 01, 2015
Bret Victor on Humane Representations
Hello all!

I haven't been as active the past week on the project as I should have, but luckily for me, Bret Victor released a new talk the other day that shows what he's been working on.

In case you don't know about Bret Victor, he's a man that I have a massive amount of respect for. He's most well k…
1,502 views
CulDeVu
December 22, 2014
Update on Non-Euclidean physics
Oi there!

Sorry, I haven't really been working on things as much as I have been the last couple months/weeks/things, on the non-euclidean game thingy. Finals are now over, and thus completes my first semester of college!

In other, less important news, I just reached the 1000 rep point club! I got the…
3,041 views
CulDeVu
December 12, 2014
CulDeVu vs Global Illumination
Hellooo there!

Final exams are a humbling experience. During them, professors manage to hone in on every moment you ever felt stupid or unable to grasp a concept, and then make you relive it with a frightening 40% weighting. I'm particularly terrified of my university physics course, which is ironic…
2,544 views
CulDeVu
December 05, 2014
Programming and Finals
Final exams and final projects and stuff have been happening lately, so I haven't had much time to work on the game the past week :(

So, the little bit that I got done were textures. I'm using some guy's tileset for preliminary testing and such:
http://opengameart.org/content/platformer-tiles

The tile…
1,872 views
CulDeVu
November 29, 2014
Tile maps and scrolling
This is just an update on where I'm at with my current game prototype/tech-demo/thing about distorting space

So!

The physics engine I made that powers the distorting world is, at best, finicky. It *was* working perfectly... until the character started getting stuck on vertical tile corners.

So I spent…
1,962 views
CulDeVu
November 18, 2014
Non-Euclidean physics (for real this time)
I know, I know. I've got the whole boy-who-cried-wolf thing going on here, but it actually works this time!

It's crazy computationally expensive, the whole thing.

The rendering is awful. Since there's no way to predict both accurately and cheaply the max bounds of a polygon, there's no good way, from…
1,390 views
CulDeVu
November 15, 2014
Non-Euclidean prototype update
So, I don't know if you remember my last post, the one about building the physics for my new non-euclidean game prototype. If you don't I'll refresh you on generally what happened.

Specifically, I said:
[quote]

It works!!
[/quote]

Well, turns out that I was a little wrong.

There are weird issues that co…
1,619 views
CulDeVu
November 06, 2014
Physics Works!
I've spent the last week or so building a physics engine for the (as of yet unnamed) game I'm making based around distorting space.

And guess what? It works!

Shoutouts go to Paul Firth at Wildbunny for his excellent articles on collision detection and collision resolution. This is the second time I'…
1,625 views
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