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Getting Into the Swing of Ogre | A Game Developer Was Here
http://hemicube.com/2013/05/getting-into-the-swing-of-ogre
A Game Developer Was Here. The ramblings of an erstwhile game developer. Getting Into the Swing of Ogre. I’ve rewritten the basic Ogre shell application for. Without trying to use the sample framework from the Ogre wiki and I’m much happier with it. Among the benefits. Now builds cleanly against the 1.9.0 RC1 binary SDK. I’ve got a simple. Class which creates the Ogre root, render window and scene manager. I’ve also created a. 8216;s settings and log file, and a. I eventually intend to build. 8216;s basi...
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A New Project | A Game Developer Was Here
http://hemicube.com/2013/05/a-new-project
A Game Developer Was Here. The ramblings of an erstwhile game developer. I haven’t scratched my game development itch for far too long. It’s been driving me crazy and driving me to drive my family crazy (sorry family). So for the sake of everybody’s sanity I’m embarking on a new game dev project. The working title for the new project is. As well as a desktop PC experience. I’m not going to try to make a tutorial of this, but I will open source the project once I have the core features in place.
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Image Based Lighting in Ogre | A Game Developer Was Here
http://hemicube.com/2013/05/image-based-lighting-in-ogre
A Game Developer Was Here. The ramblings of an erstwhile game developer. Image Based Lighting in Ogre. I’ve spent the last little while working on a rendering test for. And I’m very pleased with the results. Probably the most interesting thing for anybody else wanting to do something similar is how I’ve generated the HDR light probes. I don’t have time to go into detail at the moment, I’ll make that the topic of my next post, but the basic process is:. This entry was posted in Graphics. May 29, 2013.
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Derek | A Game Developer Was Here
http://hemicube.com/author/derek
A Game Developer Was Here. The ramblings of an erstwhile game developer. Wolfenstein 3D Source Breakdown. A bit behind the world here, I recently developed an interest in the Wolfenstein 3D source code. I became nostalgic about a sector-based raycasting engine I wrote nearly 20 years ago and was curious to finally see first hand how the guys at id software did it. What’s in the source files? Sound and music name enums. Spear of Destiny demo. Sound and music name enums. Sound and music name enums. Draw fl...
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Wolfenstein 3D | A Game Developer Was Here
http://hemicube.com/tag/wolfenstein-3d
A Game Developer Was Here. The ramblings of an erstwhile game developer. Tag Archives: Wolfenstein 3D. Wolfenstein 3D Source Breakdown. A bit behind the world here, I recently developed an interest in the Wolfenstein 3D source code. I became nostalgic about a sector-based raycasting engine I wrote nearly 20 years ago and was curious to finally see first hand how the guys at id software did it. What’s in the source files? Sound and music name enums. Spear of Destiny demo. Sound and music name enums. Share...
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Wolfenstein 3D Source Breakdown | A Game Developer Was Here
http://hemicube.com/2014/09/wolfenstein-3d-source-breakdown
A Game Developer Was Here. The ramblings of an erstwhile game developer. Wolfenstein 3D Source Breakdown. A bit behind the world here, I recently developed an interest in the Wolfenstein 3D source code. I became nostalgic about a sector-based raycasting engine I wrote nearly 20 years ago and was curious to finally see first hand how the guys at id software did it. What’s in the source files? Sound and music name enums. Spear of Destiny demo. Sound and music name enums. Sound and music name enums. Draw fl...
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Linear Space Lighting | A Game Developer Was Here
http://hemicube.com/2013/05/linear-space-lighting
A Game Developer Was Here. The ramblings of an erstwhile game developer. Images for display on computer monitors are gamma corrected. The equations for lighting and blending used in rendering work in linear color space. Plugging gamma corrected inputs into those equations, evaluating them and then storing the results for display is fundamentally wrong. Of course people did it that way for years and managed to make great look images doing it, but it’s still wrong. The presentation frame buffer is in sRGB ...
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A Game Developer Was Here | The ramblings of an erstwhile game developer | Page 2
http://hemicube.com/page/2
A Game Developer Was Here. The ramblings of an erstwhile game developer. Let’s Dungeon Crawling! I’ve decided to take a different approach with my making a game tutorial. I’m still going ahead with it but I wasn’t happy with the way things were shaping up. It was taking too long to get to the fun stuff, and the blog format wasn’t the right fit for the tutorials. The original posts have been taken down while I extract their content into a better structured set of web pages. July 26, 2011. Now life has bro...
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Making a game | A Game Developer Was Here
http://hemicube.com/category/making-a-game
A Game Developer Was Here. The ramblings of an erstwhile game developer. Category Archives: Making a game. Let’s Dungeon Crawling! I’ve decided to take a different approach with my making a game tutorial. I’m still going ahead with it but I wasn’t happy with the way things were shaping up. It was taking too long to get to the fun stuff, and the blog format wasn’t the right fit for the tutorials. The original posts have been taken down while I extract their content into a better structured set of web pages.
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Programming | A Game Developer Was Here
http://hemicube.com/category/programming
A Game Developer Was Here. The ramblings of an erstwhile game developer. Wolfenstein 3D Source Breakdown. A bit behind the world here, I recently developed an interest in the Wolfenstein 3D source code. I became nostalgic about a sector-based raycasting engine I wrote nearly 20 years ago and was curious to finally see first hand how the guys at id software did it. What’s in the source files? Sound and music name enums. Spear of Destiny demo. Sound and music name enums. Sound and music name enums. Draw fl...
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