bioglaze.blogspot.com
Z-Fight Club: 2011-02
http://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.
bioglaze.blogspot.com
Z-Fight Club: 2015-05
http://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...
jeffongames.com
GDC 2013 – Programmers Panel - Jeff On Games
http://www.jeffongames.com/2013/04/gdc-2013-programmers-panel
This is Jeff. This is Jeff On Games. Eat Sheep (and Die). Using Waf to build an iOS Universal Framework. The Importance of Genre ». GDC 2013 Programmers Panel. April 2, 2013. GDC is over, and it was fairly awesome. I'll have a quick "thoughts on GDC" post later, but I wanted to get the information for the GCS panel I participated in up as soon as possible. GDC did not record this panel this year, but thankfully, we have a fairly good unofficial recording of the panel thanks to Jeremiah Ingham. I was wond...
pixelsnack.wordpress.com
::DirectX::HowTo:: know if the debug layer is activated | pixelSnack
https://pixelsnack.wordpress.com/2011/04/07/directxhowto-know-if-the-debug-layer-is-activated
Games, Development, … and other pixel food. Larr; Gamma control is useless…. DirectX: HowTo: know if the debug layer is activated. April 7, 2011. Just this once won’t hurt, I’m not talking about openGL or iPhone today. I found the DirectX10/11 control panel really awful to set the debug layer. Sometimes on some computers, for any unknown reason it has no effect either if you set it to “. Bool IsDebugLayerActivated(const ID3D10Device& a rDevice). Bool bActivated = (pInfoQueue! Leave a Reply Cancel reply.
pixelsnack.wordpress.com
Caustics IRL | pixelSnack
https://pixelsnack.wordpress.com/2011/04/30/caustics-irl
Games, Development, … and other pixel food. April 30, 2011. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. You are commenting using your Facebook account. ( Log Out. You are commenting using your Google account. ( Log Out. Notify me of new comments via email. Notify me of new posts via email.
mtnphil.wordpress.com
Week of Awesome II – day 6 (belated) | IceFall Games
https://mtnphil.wordpress.com/2014/09/28/week-of-awesome-ii-day-6-belated
Developer's blog for IceFall Games. Week of Awesome II – day 6 (belated). Week of Awesome II – day 6 (belated). September 28, 2014. In week of awesome. It’s actually the beginning of day 7 (12 hours left in the competition), but I never got around to this last night. Stopped in my tracks. I had recently (the night before) changed a bunch of model import settings needed to generate lightmaps. I started panicking a bit. I caused some bugs while building this level last night. After getting basic lightmap b...
bioglaze.blogspot.com
Z-Fight Club: 2011-04
http://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.
bioglaze.blogspot.com
Z-Fight Club: 2013-07
http://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.
bioglaze.blogspot.com
Z-Fight Club: 2012-10
http://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.
bioglaze.blogspot.com
Z-Fight Club: 2014-03
http://bioglaze.blogspot.com/2014_03_01_archive.html
Engine and Game development. Game Developers Conference 2014 was held on March 17-21, 2014 at Moscone Center, San Francisco. It was my fourth GDC so far, and in this blog post I’ll share some details. Overall, this year’s GDC was great and I met many cool people and got a lot of takeaways from the sessions that I’ll start applying into my engine when the jet lag wears off. Links to this post. Subscribe to: Posts (Atom). Programming in the 21st Century. Diary of a Graphics Programmer.