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Z-Fight Club

Engine and Game development

http://bioglaze.blogspot.com/

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Z-Fight Club | bioglaze.blogspot.com Reviews
<META>
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Engine and Game development
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KEYWORDS
1 z fight club
2 aether3d
3 scene
4 object contains gameobjects
5 meshrenderercomponent
6 and textrenderercomponent
7 or spotlightcomponent
8 rendering steps
9 1 scene render
10 2 scene renderwithcamera
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z fight club,aether3d,scene,object contains gameobjects,meshrenderercomponent,and textrenderercomponent,or spotlightcomponent,rendering steps,1 scene render,2 scene renderwithcamera,3 gfxdevice draw,cullmode cullmode,drawindexedinstanced,future work
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Z-Fight Club | bioglaze.blogspot.com Reviews

https://bioglaze.blogspot.com

Engine and Game development

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bioglaze.blogspot.com bioglaze.blogspot.com
1

Z-Fight Club: 2011-02

https://bioglaze.blogspot.com/2011_02_01_archive.html

Engine and Game development. Random iPhone Developer Tips. 1 Adding Default@2x.png. To an SVN repository using command line client. Command line svn client doesn't like the "@"-character. Oddly enough, escaping it with " " doesn't work, but what works is this: " svn add Default@2x.png@. 2 Resizing your website to fit the iPhone screen. Links to this post. Subscribe to: Posts (Atom). Random iPhone Developer Tips. Programming in the 21st Century. Diary of a Graphics Programmer. View my complete profile.

2

Z-Fight Club: 2015-05

https://bioglaze.blogspot.com/2015_05_01_archive.html

Engine and Game development. What I've been doing recently. I've been adding graphics features into my new engine. Slowly because I don't want to write a lot of code that will be replaced by newer APIs. Regarding that, I made an iOS branch. Into GitHub and I'm learning Metal and already got a textured quad to render. So far the best resource for learning has been http:/ metalbyexample.com. Some of the assets are downloaded from sites like https:/ freesound.org. Next steps in my engine will be a virtual f...

3

Z-Fight Club: 2013-07

https://bioglaze.blogspot.com/2013_07_01_archive.html

Engine and Game development. Developing a New Engine. I'm now two months into developing my new engine and here's a breakdown of currently working features:. Models and Cameras are scene graph nodes so you can make hierarchies like in Unity. You can modify shaders and textures while the game is running, allowing fast iteration. This is implemented using a FileWatcher class that registers created objects. BMFont is widely used in games industry so I wrote a reader for its ASCII and binary formats.

4

Z-Fight Club: 2012-10

https://bioglaze.blogspot.com/2012_10_01_archive.html

Engine and Game development. For the last couple of weeks I have been designing and building my first HL2 map. It has been a great way to learn level design and to explore other areas of game production besides programming. I try to tell a story with the map. You start in a cell, but where? Playtesting will be conducted on my friends and modifications will be made according to their reasonable feedback. I'll put the .bsp and .vmf to my website. When the map is finished. Links to this post.

5

Z-Fight Club: 2011-04

https://bioglaze.blogspot.com/2011_04_01_archive.html

Engine and Game development. New Release of Aether3D. I uploaded release 3. It mostly contains bug fixes (Debug build now works in Visual Studio etc.), but new features include support of PVR compressed textures and automatic loading of compressed textures if present. Download the release here. In other news, Death Rally for iOS is selling well and the first update is coming soon. My role in the development has mostly been graphics performance profiling and optimizing and other graphics related stuff.

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Engine and Game development. How a frame is rendered in Aether3D? Is a component-based game engine supporting modern rendering APIs. Currently there is no lighting, but I'm porting my Forward. Implementation to it soon. While there is no lighting at the moment, there are directional and spot light shadows. In this post I will run through steps to render one frame. GameObjects containing component types SpriteRendererComponent. Will be rendered by those GameObjects that contain CameraComponents. First, re...

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