Zach's Development Journal

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Seattle, WA
51 comments
2 followers
10 entries
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ZachBethel
August 23, 2012
Improved Visuals, Physics, and Camera [Screenshot Heavy]
I've made a lot of progress since my last post, mainly in the renderer. I added High Dynamic Range Lighting, Cascade Shadow Mapping, FXAA, and the Cook-Torrance BRDF with roughness maps. The previous screenshots were an eye-sore, so it's a relief to have something that looks a little more modern. I…
4,287 views
ZachBethel
July 21, 2012
[DX11] Please Test My First Demo!
I put together a simple demo. Pardon the nasty textures and the level made from scaled cubes, it does not represent the final planned look of the game at all. A friend of mine is working on a tank model, but for now the cube and cylinder placeholders are what I've got.

I've been focusing a lot on tr…
6,467 views
ZachBethel
July 04, 2012
Tank Physics and Other Progress
So a lot of life-related stuff happened this Spring--most of it good, but all of it quite mentally taxing. Incidentally, I got sidetracked and took a break from working on my new project. Recently, however, my interest in it is back with a vengence. The truth is I can't stay away from game developm…
3,774 views
ZachBethel
January 18, 2012
C++ Port of Artemis Entity Component System Framework (In Progress)
This month is officially "wrap my head around Entity/Component Systems" month. I stepped away from coding for a bit and spent time researching different designs for handling game objects. Most interestingly, my search brought me to the Artemis Entity System Framework. Written in Java, the system is…
21,869 views
ZachBethel
January 10, 2012
Some Thoughts on Software Design
Software Engineering as I understand it involves the concept of software design. Anyone can program, and I would even venture to say that programming is the easy part. Good software design is where things get hairy. I consider myself a seasoned programmer, but a somewhat fledgling Software Engineer…
3,145 views
ZachBethel
January 08, 2012
Project Progress
[font=georgia,serif]Entity Management[/font]

As of late, I have spent hours agonizing over the best way to implement my entity system. I am suffering a bit from neophyte syndrome trying to think through all the different scenarios and needs of my application. One particular mind block I kept running…
1,928 views
ZachBethel
January 07, 2012
Software Rasterizer Source Released and other Updates
[font=georgia,serif]A Modern Approach to Software Rasterization[/font]

I have some potentially exciting news for any of you who are interested in software rasterization. I released the source code to my research project titled, "A Modern Approach to Software Rasterization." You can find the code her…
4,377 views
ZachBethel
January 05, 2012
The Quest for a Great Engine Design
One big thing that I'm struggling with as a developer is wanting to do it right the first time. I'm such a perfectionist at writing code that sometimes I get so frustrated and lost trying to design a system that seems perfect. My brain isn't big enough to grasp all of the intimate details and relat…
2,020 views
ZachBethel
January 03, 2012
Abstraction in a Game Engine/Framework
If there's one thing that's dang hard, it's trying to find a decent balance between flexibility and simplicity when writing a good abstraction layer. I'm relatively new to DirectX 11, but so far it is a much nicer API to work with than previous versions of DirectX. It's so nice in fact, that I'm ha…
3,838 views
ZachBethel
January 01, 2012
Designing a Game Engine is Hard
There is something about designing a game engine that is both alluring and terrifying. My ten years of programming experience feels like nothing when I am faced with that challenge. Many times I've wondered why I feel so compelled to build one of these systems, considering that it is effectively re…
2,480 views
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