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mTheoryGame.com | Indie game dev blog

Indie game dev blog. Skip to primary content. Skip to secondary content. 8220;Hex Engine”. October 28, 2013. I slightly tweaked the JME core particle system to support extension, then created 2 simple extensions for :. Physics based particles : particles that interact with the BulletAppState physicsSpace; and. Particle scaling based on velocity vector : the faster a particle is moving the more longer it gets I used this to cheaply simulate motion blur;. Matrix Inspired Dojo Scene. October 23, 2013. Scree...

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Indie game dev blog. Skip to primary content. Skip to secondary content. 8220;Hex Engine”. October 28, 2013. I slightly tweaked the JME core particle system to support extension, then created 2 simple extensions for :. Physics based particles : particles that interact with the BulletAppState physicsSpace; and. Particle scaling based on velocity vector : the faster a particle is moving the more longer it gets I used this to cheaply simulate motion blur;. Matrix Inspired Dojo Scene. October 23, 2013. Scree...
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mTheoryGame.com | Indie game dev blog | mtheorygame.com Reviews

https://mtheorygame.com

Indie game dev blog. Skip to primary content. Skip to secondary content. 8220;Hex Engine”. October 28, 2013. I slightly tweaked the JME core particle system to support extension, then created 2 simple extensions for :. Physics based particles : particles that interact with the BulletAppState physicsSpace; and. Particle scaling based on velocity vector : the faster a particle is moving the more longer it gets I used this to cheaply simulate motion blur;. Matrix Inspired Dojo Scene. October 23, 2013. Scree...

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mtheorygame.com mtheorygame.com
1

Real Time Reflections | mTheoryGame.com

http://mtheorygame.com/2013/08/24/real-time-reflections

Indie game dev blog. 8220;Hex Engine”. As a side effect of some of the work I have been doing on Spherical Harmonics, I made real time reflections …. August 24, 2013. Kotaku did an article on me. GLSL Dissolve Shader Documentation. Dissolve Shader Effect Preview. Screen Space Distortion Filter. Volumetric Light Filter →. One Response to “Real Time Reflections”. September 4, 2014 2:17 am. Can you tell me how you made realtime reflections with JME? Click here to cancel reply. Get updates to your inbox.

2

Volumetric Light Filter | mTheoryGame.com

http://mtheorygame.com/2013/10/14/volumetric-light-filter

Indie game dev blog. 8220;Hex Engine”. I have been working on Volumetric Light Filter on and off for the past few weeks, and it’s finally mostly done:. 3 “Volumetric Spot Lights” buzzing around… There is no real lighting in the scene, nor are there any real shadows, it is simply showing off the volumetric light. Earlier video testing in a real scene (Village Showcase courtesy of @destroflyer) using shadows and a real spot light:. October 14, 2013. Kotaku did an article on me. Click here to cancel reply.

3

mTheoryGame.com | Category Archive | Hex Engine

http://mtheorygame.com/category/hex-engine

Indie game dev blog. 8220;Hex Engine”. RSS feed for this section. New Maker’s Tale : Tech Demo Video. June 19, 2012. A bunch of new progress:. Simplified wireframe UI placeholders. Game rule resource rules enforced. Heaps of stuff to help getting it ‘playable’. New models archer, enemy. And here is the first Tech Demo video, it never got a post of its own:. 8220;Maker’s Tale”. May 8, 2012. Project has finally emerged from getting a fresh splash of paint as:. More details coming soon! March 6, 2012. The 5...

4

“Hex Engine” | mTheoryGame.com

http://mtheorygame.com/projects/hex-engine

Indie game dev blog. 8220;Hex Engine”. 8220;Hex Engine”. An game engine built on top of jMonkeyEngine to run my next game from. See all post about the “Hex Engine”. Visit www.Makers-Tale.com to see more. Scriptable Asset/Attribute/Game Rules/AI loading. Custom “Physical Camera”. Focal Length and Aaperture Iris Diameter (f-stop).

5

mTheoryGame.com | Category Archive | the Cove

http://mtheorygame.com/category/the-cove

Indie game dev blog. 8220;Hex Engine”. RSS feed for this section. The Cove : Wins Beta 1 Game Contest! January 16, 2012. The results are in. And my game the Cove. The jMonkeyEngine Beta 1 Game Contest! But no time to celebrate, I’ve been feverishly working away for the past week on a Hex/Boxel engine to use in my next project, I will post about my progress in the next couple of days. Here is a little preview of what I’ve been up to :. The Cove : Finished and Entered. January 3, 2012. December 15, 2011.

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mTheoryGame.com | Indie game dev blog

Indie game dev blog. Skip to primary content. Skip to secondary content. 8220;Hex Engine”. October 28, 2013. I slightly tweaked the JME core particle system to support extension, then created 2 simple extensions for :. Physics based particles : particles that interact with the BulletAppState physicsSpace; and. Particle scaling based on velocity vector : the faster a particle is moving the more longer it gets I used this to cheaply simulate motion blur;. Matrix Inspired Dojo Scene. October 23, 2013. Scree...

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