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Gamedboy's Blog

Why do we talk? We talk to think. There are times when we had an idea, but are unable to clearly articulate it, we would try to talk with somebody to find the right words. Sometime when there are nobody convenient, talking with ourselves serve the same purpose. We talk to release our emotions. When we are sad, we talk to loosen up ourselves, to release our burden. When we are angry, snapping at somebody does make us feel better. And of course we talk to convey information. February 22, 2013. And of cours...

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Gamedboy's Blog | gamedboy.touchdimensions.com Reviews
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Why do we talk? We talk to think. There are times when we had an idea, but are unable to clearly articulate it, we would try to talk with somebody to find the right words. Sometime when there are nobody convenient, talking with ourselves serve the same purpose. We talk to release our emotions. When we are sad, we talk to loosen up ourselves, to release our burden. When we are angry, snapping at somebody does make us feel better. And of course we talk to convey information. February 22, 2013. And of cours...
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1 gamedboy's blog
2 menu
3 skip to content
4 and tagged communication
5 by gamedboy
6 management
7 huff and puff
8 none are safe
9 what’s that
10 autumn dynasty
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gamedboy's blog,menu,skip to content,and tagged communication,by gamedboy,management,huff and puff,none are safe,what’s that,autumn dynasty,armor valley,evoeditor,brain fish,and tagged bci,and tagged cg,glsl,hlsl,programming,shader,special effect,larr;
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Gamedboy's Blog | gamedboy.touchdimensions.com Reviews

https://gamedboy.touchdimensions.com

Why do we talk? We talk to think. There are times when we had an idea, but are unable to clearly articulate it, we would try to talk with somebody to find the right words. Sometime when there are nobody convenient, talking with ourselves serve the same purpose. We talk to release our emotions. When we are sad, we talk to loosen up ourselves, to release our burden. When we are angry, snapping at somebody does make us feel better. And of course we talk to convey information. February 22, 2013. And of cours...

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1

Uncategorized | Gamedboy's Blog

http://gamedboy.touchdimensions.com/category/uncategorized

Why do we talk? We talk to think. There are times when we had an idea, but are unable to clearly articulate it, we would try to talk with somebody to find the right words. Sometime when there are nobody convenient, talking with ourselves serve the same purpose. We talk to release our emotions. When we are sad, we talk to loosen up ourselves, to release our burden. When we are angry, snapping at somebody does make us feel better. And of course we talk to convey information. February 22, 2013.

2

Rendering Glow and Soft Edged Object | Gamedboy's Blog

http://gamedboy.touchdimensions.com/2009/04/rendering-glow-and-soft-edged-object

Rendering Glow and Soft Edged Object. Often, I have found myself trying to render light shaft, laser, godray and other similar special effect. A formula I like to use in my pixel shader is. Abs(dot(NormalVec, ViewVec) ; / NdotV. This would give 1 from the center of the object to 0 at the edge of object. Using this value to apply to alpha blending or multiply it to the color, would give a soft edge to the object. It is also useful to control how soft the edges of the object are, we could use.

3

Autumn Dynasty | Gamedboy's Blog

http://gamedboy.touchdimensions.com/2009/10/autumn-dynasty

The traditional Chinese painting becomes an epic battlefield in Autumn Dynasty an ink-brush, real-time strategy game set in a mystical, Far-Eastern fantasy world. Direct your armies with brushstrokes in the spirit of classical maneuver warfare employ terrain, positioning and cunning stratagems to defend your lands and conquer your foes! This entry was posted in Portfolio. October 16, 2009. Huff and Puff →. Proudly powered by WordPress. Send to Email Address. Post was not sent - check your email addresses!

4

Programming | Gamedboy's Blog

http://gamedboy.touchdimensions.com/category/programming

Rendering Glow and Soft Edged Object. Often, I have found myself trying to render light shaft, laser, godray and other similar special effect. A formula I like to use in my pixel shader is. Abs(dot(NormalVec, ViewVec) ; / NdotV. This would give 1 from the center of the object to 0 at the edge of object. Using this value to apply to alpha blending or multiply it to the color, would give a soft edge to the object. It is also useful to control how soft the edges of the object are, we could use. In a simple ...

5

Huff and Puff | Gamedboy's Blog

http://gamedboy.touchdimensions.com/2010/12/huff-and-puff

Blow down houses in one wolf’s eternal quest for more meat in this charming game of puzzles, physics and pigs. Use your big bad breath, fabulous food and the almighty power of physics to solve over 40 levels of piggy predicaments. The pigs think they’re safe. Oh how wrong they are. BREATHTAKING GAMEPLAY Wield the traditional weapon of the big bad wolf: his big bad breath. The pigs hide inside houses, sheds and bunkers. None are safe against the power of your incredible exhalation! December 28, 2010.

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Gamedboy's Blog

Why do we talk? We talk to think. There are times when we had an idea, but are unable to clearly articulate it, we would try to talk with somebody to find the right words. Sometime when there are nobody convenient, talking with ourselves serve the same purpose. We talk to release our emotions. When we are sad, we talk to loosen up ourselves, to release our burden. When we are angry, snapping at somebody does make us feel better. And of course we talk to convey information. February 22, 2013. And of cours...

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