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Lunar Pulse

Friday, July 10, 2015. Posted by Damien Classen. The Bloody Glade is a side-scrolling hack-'n-slash / light RPG targeting mobile devices (primarily iPad and iPhones right now). I started work on it at the start of the year and have devoted a lot of time to it. I spent a lot of time in the dingy arcade section in a shop down the road from my childhood home playing it when I was about 9 years old, so it brought back fond memories. A few nights back I spent a lot of time creating a new world map (I wasn't s...

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Lunar Pulse | damienclassen.blogspot.com Reviews
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Friday, July 10, 2015. Posted by Damien Classen. The Bloody Glade is a side-scrolling hack-'n-slash / light RPG targeting mobile devices (primarily iPad and iPhones right now). I started work on it at the start of the year and have devoted a lot of time to it. I spent a lot of time in the dingy arcade section in a shop down the road from my childhood home playing it when I was about 9 years old, so it brought back fond memories. A few nights back I spent a lot of time creating a new world map (I wasn't s...
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1 bloody glade update
2 warsmith zuul screenshots
3 battle setup screen
4 zyrtuul progress
5 older posts
6 popular posts
7 implementing thermal imaging
8 voxel collision heightmap
9 voxel system update
10 blog archive
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bloody glade update,warsmith zuul screenshots,battle setup screen,zyrtuul progress,older posts,popular posts,implementing thermal imaging,voxel collision heightmap,voxel system update,blog archive,labels,game development,zyrtuul,real time strategy,unity
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Lunar Pulse | damienclassen.blogspot.com Reviews

https://damienclassen.blogspot.com

Friday, July 10, 2015. Posted by Damien Classen. The Bloody Glade is a side-scrolling hack-'n-slash / light RPG targeting mobile devices (primarily iPad and iPhones right now). I started work on it at the start of the year and have devoted a lot of time to it. I spent a lot of time in the dingy arcade section in a shop down the road from my childhood home playing it when I was about 9 years old, so it brought back fond memories. A few nights back I spent a lot of time creating a new world map (I wasn't s...

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damienclassen.blogspot.com damienclassen.blogspot.com
1

Lunar Pulse: Voxel Collision Heightmap

http://www.damienclassen.blogspot.com/2013/08/voxel-collision-heightmap.html

Friday, August 2, 2013. Posted by Damien Classen. One of the unexpectedly challenging aspects of getting our voxel systems integrated fully into the engine is achieving stable and efficient collision detection and response, and decent vehicle behaviour when driving over portions of the world implemented using voxels. This got me to thinking that converting the 'ground layer' of the voxel system into a collision heightmap that you drive on top of would be a better alternative. I have been hacking away and...

2

Lunar Pulse: Loading Terrain Heightmap Data Via C# Script in Unity

http://www.damienclassen.blogspot.com/2014/02/loading-terrain-heightmap-data-via-c.html

Wednesday, February 19, 2014. Loading Terrain Heightmap Data Via C# Script in Unity. Posted by Damien Classen. Loading Terrain Heightmap Data Via C# Script in Unity. For my real-time strategy game Zyrtuul I need to be able to load different landscapes at run-time. A fundamental part of this is loading te. Implementing Fog of War. Last night I began implementing fog of war for Zyrtuul, and made some decent progress. Tonight I spent a few hours and got it working prope. New Real-Time Strategy Game. In this...

3

Lunar Pulse: Sim Engine Graphics Talk Images

http://www.damienclassen.blogspot.com/2014/08/sim-engine-graphics-talk-images.html

Sunday, August 17, 2014. Sim Engine Graphics Talk Images. Posted by Damien Classen. Loading Terrain Heightmap Data Via C# Script in Unity. For my real-time strategy game Zyrtuul I need to be able to load different landscapes at run-time. A fundamental part of this is loading te. Implementing Fog of War. Last night I began implementing fog of war for Zyrtuul, and made some decent progress. Tonight I spent a few hours and got it working prope. New Real-Time Strategy Game. More Surreal Landscape Screenshots.

4

Lunar Pulse: April 2015

http://www.damienclassen.blogspot.com/2015_04_01_archive.html

Thursday, April 23, 2015. Posted by Damien Classen. I recently released Death Arena (re-branded as Doombot Arena so as to avoid a 'name-too-similar' clash on the iOS app store) and have been working on another mini-game (working title is "No Crashy Spaceship") which is also almost ready for release. However, the late phase always entails a lot of bug-fixing, adding polish and preparing the app for release (which entails a surprising amount of work and can be quite frustrating). The working title for the ...

5

Lunar Pulse: Surreal Landscape Demo Using D3D11.

http://www.damienclassen.blogspot.com/2013/07/surreal-landscape-demo-using-d3d11.html

Tuesday, July 9, 2013. Surreal Landscape Demo Using D3D11. Posted by Damien Classen. Much of my technical work in the last few years has been focused on work projects. Although I've been doing some casual dev at home, a fair bit has been me experimenting with making simple casual games like Shroomsters and Death Arena. Right now I'm only about 3 weeks in, but I've made some decent progress. Here are some screenshots of the current version. I'll release more soon. Implementing Fog of War. Last night I beg...

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lunarpulse.com lunarpulse.com

Lunar Pulse

http://www.lunarpulse.com/DoombotArena.htm

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Lunar Pulse

http://www.lunarpulse.com/index.htm

lunarpulse.com lunarpulse.com

Lunar Pulse

http://www.lunarpulse.com/Mirium.htm

Explore the development process. Initial work on the engine.

lunarpulse.com lunarpulse.com

Lunar Pulse

http://www.lunarpulse.com/Zyrtuul.htm

Explore the development process. Initial work on the framework. Working on the look and feel of the game. Implementing fog of war. Implementing terrain heightmap loading. Changing course to target mobile platforms.

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Lunar Pulse

Friday, July 10, 2015. Posted by Damien Classen. The Bloody Glade is a side-scrolling hack-'n-slash / light RPG targeting mobile devices (primarily iPad and iPhones right now). I started work on it at the start of the year and have devoted a lot of time to it. I spent a lot of time in the dingy arcade section in a shop down the road from my childhood home playing it when I was about 9 years old, so it brought back fond memories. A few nights back I spent a lot of time creating a new world map (I wasn't s...

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