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The Technical Producer | Building Teams & Compiling CodeBuilding Teams & Compiling Code
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Building Teams & Compiling Code
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The Technical Producer | Building Teams & Compiling Code | techproducer.wordpress.com Reviews
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Building Teams & Compiling Code
printf(“Hello World!”); | The Technical Producer
https://techproducer.wordpress.com/2009/11/15/printfhello-world
Building Teams and Compiling Code. Thanks for checking out my blog! This will become a repository of production techniques, coding algorithms and unique approaches to taming the ever-changing complexities of the game development process. This entry was posted on November 15, 2009 at 8:20 pm and is filed under Uncategorized. You can follow any responses to this entry through the RSS 2.0. Feed You can leave a response. From your own site. Leave a Reply Cancel reply. Enter your comment here.
About Me | The Technical Producer
https://techproducer.wordpress.com/about
Building Teams and Compiling Code. First off, thanks for checking out my blog! This will become a repository of production techniques, coding algorithms and unique approaches to taming the ever-changing complexities of the game development process. I recently graduated from DigiPen Institute of Technology with my bachelors degree in Real Time Interactive Simulation (Computer Science degree with an emphasis on video game development) with a minor in English. I also was credited as a developer. Leave a Rep...
My Projects | The Technical Producer
https://techproducer.wordpress.com/my-projects
Building Teams and Compiling Code. For the past five years, I’ve been working on games in a technical producer role. During each project iteration, the seemingly dichotomous relationship between production and programming seems to be blurring into one tightly-coupled and highly effective force. The following is a list of the game projects I’ve worked on:. Monsters vs. Aliens DS (Developed By: Griptonite Games, Published By: Activision). Assistant Producer and Developer (dual credited). The bar is set pre...
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November | 2009 | GFunc( )
https://gfunc.wordpress.com/2009/11
Archive for November, 2009. I don’t want to turn this to a blog about quaternions, but if you are familiar with animation you’ve probably had your fair share of quaternions. Spherical linear interpolation AKA. Is then used to interpolate between two orientations ( quaternions ). Your generic slerp function would look something like this…. Lots of slow trig functions for hundreds of slerps can really bog you down. Well, this article by Jonathan Blow. Our new code looks something like…. Of course, a better...
Too Much is Never Good | GFunc( )
https://gfunc.wordpress.com/2009/11/14/motion-blur-badness
Too Much is Never Good. Funny things can happen if one shader calculation goes wrong. I was making a screen space motion blur post-proc effect in glsl. I sent the current world-to-view matrix and the previous world-to-view matrix to the PS to find out the pixels previous and current screen-space position from that and blur along the resultant vector. if you happen to accidentally scale that vector, fun ensues! Maybe I’ll use this accident for a dizzy/drugged effect in my next game. Feed for this Entry.
September | 2009 | GFunc( )
https://gfunc.wordpress.com/2009/09
Archive for September, 2009. I’m pulling this one out of the history books…. Run Like HECK was my first experience with OpenGL and although it looks pretty horrible, it’s actually kinda fun! You can also check it out here. I hope you enjoy it. Just look at those sweet next-gen graphics =P! Here is a GLSL demonstration of god rays, or light shafts, on a little island scene I made. The god rays are created by. 1) rendering and light’s occluders ( boxes ) in black and …. This is a reverse raytraced image of...
Ru8n – iPhone Game | GFunc( )
https://gfunc.wordpress.com/2010/06/07/iphone-app-update
Ru8n – iPhone Game. Introducing Ru8n in the iTunes app store. You help a happy-go-lucky square dude escape death by turning his world (the iPhone) left, right, up and down all while he continually skips to his right. I made the game with my dad🙂. It uses our engine built off of c , objective c, OpenGLES, XML and OpenAL. Responses to “Ru8n – iPhone Game”. Feed for this Entry. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:.
June | 2010 | GFunc( )
https://gfunc.wordpress.com/2010/06
Archive for June, 2010. Ru8n – iPhone Game. Introducing Ru8n in the iTunes app store. You help a happy-go-lucky square dude escape death by turning his world (the iPhone) left, right, up and down all while he continually skips to his right. I made the game with my dad🙂. It uses our engine built off of c , objective c, OpenGLES, XML and OpenAL. More Fun Than Communism. Blog at WordPress.com. Blog at WordPress.com. Follow “GFunc ”. Get every new post delivered to your Inbox.
Soft Particles | GFunc( )
https://gfunc.wordpress.com/2009/11/16/soft-particles
Particles are used everywhere in games for transparent objects like smoke, fog, dust etc; they can potentially add a lot of extra detail and polish. If you’ve ever added particles to your game you’d notice that one major problem is that they produce ugly artifacts and unnaturally sharp edges where they intersect the rest of the scene ( see below ). D = clamp( ( Zscene Zparticle ) * scale, 0.0, 1.0 ). Nvidia’s article on soft particles. Responses to “Soft Particles”. Feed for this Entry. More Fun Than Com...
Gene Walters | GFunc( )
https://gfunc.wordpress.com/author/gwalters86
Author Archive for Gene Walters. Hofstadter’s “Gödel, Escher, Bach: An Eternal Golden Braid”. Gödel, Escher, Bach: an Eternal Golden Braid. I was driven nuts for a few hours today trying to solve The MU Puzzle from G.E.B…. Starting with the string “MI” and applying 4 simple rules, can you create the string “MU”? Rule #1: If your string ends with the last letter ‘I’, then you can add a ‘U’ to the end of it. EX: MI - MIU. Rule #4: “UU” can be erased. EX: MIUU - MI. MU PUZZLE SOLUTION SPOILER ALERT. There a...
December | 2009 | GFunc( )
https://gfunc.wordpress.com/2009/12
Archive for December, 2009. Here’s an update on the graphics engine I am building for my last class at DigiPen. Model loading, MTR managing. PostProcess( "MyScene", "ToneMapShader", "MyHDRScene" );. Where “MyScene” is the name of the render target you want to be shaded using “ToneMapShader” and then store the output into “MyHDRScene”. All that is required is an offline step where the user verifies all that is needed by the shader. This demonstration is ready to run on an Nvidia 6600GT.
October | 2009 | GFunc( )
https://gfunc.wordpress.com/2009/10
Archive for October, 2009. 1) A pre-process step concludes which objects will make good occluders;. 2) after which these “big guys'” AABB is rendered to the scene each frame in low resolution. 3) Using depth and stencil information we can then figure out which objects are occluded from the occluders using simple AABB calculations. This technique works great to cull out complex objects in scenes where one object can play a significant roll in occluding others ( ie., forest canopy ). I have updated my stee...
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The Technical Producer | Building Teams & Compiling Code
Building Teams and Compiling Code. On November 15, 2009 by korjiro. Thanks for checking out my blog! This will become a repository of production techniques, coding algorithms and unique approaches to taming the ever-changing complexities of the game development process. Blog at WordPress.com. Create a free website or blog at WordPress.com. Follow “The Technical Producer”. Get every new post delivered to your Inbox. Build a website with WordPress.com. Add your thoughts here. (optional).
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