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So moving it makes me cry!
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48 entries
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urs
December 22, 2008
It's Movie Time
Here is a first simple ">iLiNX Video.

This video shows you how the player moves around a planet. Like in a FPS he uses WASD to move and the mouse to change the view. With Q and E he can move up and down. The Up vector is equal to the vector pointing from the planet's centre to the player. If the …
816 views
urs
December 15, 2008
Blue Planet
Here are two in-game screenshots of the ice planet Nieves:


In a week I want to show you in a short clip how the player moves around a planet. But I must confess I didn't find a solution for the shadow glitch I reported a week ago. It's a pity, because everything else works fine.


The barren planet Sal…
803 views
urs
December 08, 2008
The First iLiNX Screenshots
Here are the first two screenshots of a scene rendered by my iLiNX engine:





The fantasy: The images show an alien artifact on the planetoid Salen.

The reality: The model is very useful for testing lighting and shadow mapping. The last one still worries me. There's one major problem left to be solved.…
764 views
urs
December 01, 2008
Shadows Again
Sorry, no screenshot like promised. While the shadows looked okay as long as everything was in motion, still images showed me the necessity to soften the shadow's edges with a screen space blur.

The collision detection will facilitate the creation of more complex scenes with more objects on the pla…
876 views
urs
November 24, 2008
Planets and Ballerinas
After I've met the milestone I set myself, I suspended work on iLiNX for a week. I used the time to get some inspiration for the planet creation. Therefore I watched for example the fantastic BBC documentary Planet Earth - the only blu-ray discs I own. This week I want to to create a nice fantasy p…
972 views
urs
November 17, 2008
To do DOF or not to do DOF?
To do DOF or not to do DOF? I've decided for the last, at least for now. If I've got the physics working, I can imagine a Depth of Field effect which always focuses on the surface the crosshairs point to. Maybe you remember the precipice level in the first Half Life game, where the outlook was a bl…
819 views
urs
November 10, 2008
Theme Melody
Here is a possible theme melody I created for my future game: Orbital Keep (wav, 15.1mb).

I was able to implement every feature in my engine I planned except shadow mapping. Hopefully I can solve all the problems within this week. Next week I want to start to create four fantasy planets.

-----------…
803 views
urs
November 03, 2008
Text Output
I'm coming nicely along with my engine. Only shadow mapping is giving me a hard time. Here are some new and rather basic things I've implemented over the last few weeks:

- Orbital movement around the planet
- Billboards
- Deferred particle engine
- Text output
- HUD
- Multiple lights

At the moment I'm wor…
636 views
urs
October 27, 2008
My Own Project Reality
I t was probably a good decision to not buy an Atari Jaguar. But the Cybermorph pictures and the Battlemorph screenshots in the videogame magazines of 1993 and 1995 fired my imagination. I dreamt of large virtual worlds to explore. The Nintendo 64 was the first console which let me experience this …
782 views
urs
October 20, 2008
Sandman Vs Zombies
One idea for a possible game: You're the Sandman. While you move in the orbit with the sunset around a planet, you have to throw sand on the cities below you to put the inhabitants to sleep. In the background you hear a lullaby.

Send all the people to sleep, who want to sleep! If you see or hear th…
544 views
urs
October 13, 2008
Stargazing
If you're moving very fast backwards around a planet it looks as if the stars were falling like snowflakes on its surface. It reminded me of the experiences with accelerated time the Time Traveller had in H. G. Well's The Time Machine and Stephen Baxter's The Time Ships. This cosmic snowfall genera…
546 views
urs
October 06, 2008
Alpha Blending
Now I know now why I postponed Alpha Blending last spring. It's indeed difficult to integrate it in a Deferred Rendering framework. To keep the rendering framework of the first version of my engine simple, I want to omit Forward Rendering completely.

I think I can create a Deferred Particle Rendere…
539 views
urs
September 29, 2008
Only Forward!
After I have put a first version of my homepage on the net, I want to finish the graphics part of my iLiNX engine until the end of 2008. To reach this goal I made a rough plan. In contrary to the development of the deferred rendering part of my engine, the alpha blending features I want to implem…
495 views
urs
September 22, 2008
orbital play


I am working on my new homepage www.orbitalplay.com. Nothing to see yet, but I wanted to show you the new logo for my future games.

----------------------------------------------------
Reading: Nova Swing by M. John Harrison
Watching: Startrek The Next Generation Season 4
Listening: Black Holes and …
802 views
urs
September 15, 2008
Starbox


The geocentric universe in iLiNX works very similar to the one described in the Almagest. This means that the planets and the sun(s) circle around the motionless world you play on. A starbox with pre-rendered fix stars and nebulae encloses everything. I used Lightwave 3D to render starbox textures …
603 views
urs
September 08, 2008
Back to the Future
I have been working on my iLiNX Engine until the end of May. At that time my Deferred OpenGL Renderer (DOGLR) could import Lightwave Object files with UVMaps and convert them to Vertex Buffer Objects. It reads TGA-files and stores them internally as Framebuffer Objects. DOGLR uses OpenGL Shading La…
699 views
urs
April 22, 2008
A first D.E.K.E. logo
An early idea for a logo of the first game I want to create with my iLiNX engine:



"D.E.K.E." stands for Destroy Everything, Kill Everybody.
642 views
urs
March 19, 2008
Smoothing Groups and Physics Engines
This is an insightful Making Of of a wonderful game! Such inspirations motivate me to continue with my project.

I like such experiences: Something is easy to code but it has a big impact! Because I don't need the face colors for rendering a Lightwave Object in my iLiNX-engine, I use them for the imp…
752 views
urs
March 14, 2008
Geometry and Texture Rendering
This week I finished the geometry and the texture rendering part of my engine. It loads Lightwave object files and uses vertex buffer objects and normal mapping for rendering. The GLSL shaders calculate specular highlights and use ambient occlusion maps I bake in Lightwave 3D.

First I also wanted t…
595 views
urs
February 29, 2008
Gutenberg Galaxy
Blumenmacht was like a proof to me that I can finish a game project. While I created Blumenmacht with the knowledge I had at that time, I take a different strategy for my current project. I just finished reading several books I bought last year. Now I've teached myself everything I wanted to learn …
560 views
urs
September 20, 2007
Hoshi wo Katta Hi
You might know from my game Blumenmacht that I'm a huge Myiazaki fan. Lately I discovered that his short movie Hoshi wo Katta Hi (The Day I Harvested a Star) is exactly about what I'm doing right now. After 40 seconds in "> this documentary you can see a boy moistening a little planet with a spr…
833 views
urs
August 20, 2007
It's a kind of magic!
If I want to get back some of the magic videogames had for me when I was a boy, I visit the german site kultpower. There I can read the same game reviews I read many years ago in magazines. Another favourite is the video of an 80's trade show at Llamasoft. Looking in the eyes of the boys reminds me…
658 views
urs
August 10, 2007
Good description of Blumenmacht
I love the short and clear description of Blumenmacht at Mobygames. And the screenshots with their subtitles are even more fantastic!
I learned that it's difficult to write a manual for a game I've been working on for many months. Therefore I can learn a lot from this concise text.
495 views
urs
August 09, 2007
An Indy "Art" Game


Blumenmacht is at the 18th place in the list of the best indy "art" games. The author found the game to be "Very original, and enjoyable to play" if you take the time to learn the game mechanics.

If you want to take a look at this very interesting list click here!
564 views
urs
August 04, 2007
Flower-powered "explosions"
Finding my game featured in the Games for Windows: The Official Magazine really surprised me. I can live with the author's critique, but the screenshot is from a very old version of Blumenmacht.


493 views
urs
June 05, 2007
Blumenmacht 40 years delayed!
At the Brazilian site Baixaki you can download Blumenmacht and read a funny text about my game. I like their sense of humour! Here is a Babel Fish translation: "[...] The game with certainty was developed by fans of the movement hippie, however, arrived with a small delay of forty years at a world…
525 views
urs
June 04, 2007
Electroplankton with a goal and on acid
At Gamerswithjobs they describe Blumenmacht as "flOw on acid" or "Electroplankton on acid". While I can see similarities with Electroplankton, I'm not sure what makes Blumenmacht resemble to flOw. In the TIGForum Blumenmacht was described as Electroplankton with a goal.

Of course, not everybody lik…
682 views
urs
May 21, 2007
Spreading love all over the world!
Again, if you are interested in the reactions. I posted Blumenmacht in two french and in a german forum: | shmup | Relite | USF |
566 views
urs
May 17, 2007
Blumenmacht at Independent Gaming
Blumenmacht has been reviewed at Independent Gaming. The reviewer did really take the time to get into Blumenmacht. I like his constructive feedback.
421 views
urs
May 07, 2007
How to keep Blumenmacht from crashing
On most computers Blumenmacht runs stable. But if Blumenmacht crashes, do the following steps:

1. Browse to the trickster.exe file in the Blumenmacht folder.
2. Right click trickster.exe and click Properties.
3. Click the Compatibility tab.
4. Select the "Run in 256 colors" check box.

Now Blumenmacht s…
546 views
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