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…
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…
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…
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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 …
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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…
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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…
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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…
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…
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…
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…
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…
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…
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…
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 …
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 …
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…
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…
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 …
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…
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…
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 …
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…
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…
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…
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…
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…
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…
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…
Specifically, I said:
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It works!!
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Well, turns out that I was a little wrong.
There are weird issues that co…
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'…