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VoidInSpaceI make games. Video games
http://www.voidinspace.com/
I make games. Video games
http://www.voidinspace.com/
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VoidInSpace | voidinspace.com Reviews
https://voidinspace.com
I make games. Video games
Unity | VoidInSpace
http://www.voidinspace.com/tag/unity
KamiEditor (Work in Progress). DirectX 10.0 project. 8220;Mirror”, PS3 Game prototype. I make games. Video games. Generating a hexagonal tile and its triangular grid. July 10, 2014. Posted in: Procedural generation. Procedural generation: A vegetation scattering tool for Unity3D, Part I. June 24, 2013. Posted in: Game development. A simple finite state machine with C# delegates in Unity. May 13, 2013. What is a Finite State Machine? A finite state machine is a quite popular software pattern used in games...
My Procedural Playground AKA “Kami Editor” | VoidInSpace
http://www.voidinspace.com/2015/02/my-procedural-playground-aka-kami-editor
KamiEditor (Work in Progress). DirectX 10.0 project. 8220;Mirror”, PS3 Game prototype. I make games. Video games. My Procedural Playground AKA Kami Editor. February 25, 2015. This is the first part of a series of articles I’m planning to write about my current side project which I’m calling Kami Editor (Kami = god, deity in Japanese , *. I’m bad with names, don’t judge me. It makes sense now doesn’t it? First of all I needed an engine to do my rendering, manage my resources, my scene objects, etc. As...
Hexagon tile | VoidInSpace
http://www.voidinspace.com/tag/hexagon-tile
KamiEditor (Work in Progress). DirectX 10.0 project. 8220;Mirror”, PS3 Game prototype. I make games. Video games. Generating a hexagonal tile and its triangular grid. July 10, 2014. Posted in: Procedural generation. Project Polis (Dev Journal #4): Resource acquisition and production Polis Dev Blog. Project Polis (Dev Journal #3): Coroutines, Tasks, Building Construction Polis – Dev Blog. Project Polis (Dev Journal #2): Resources, Buildings and the UI. My Procedural Playground AKA Kami Editor.
Project TWA – Part 1: Generating a hexagonal tile and it’s triangular grid | VoidInSpace
http://www.voidinspace.com/2014/07/project-twa-part-1-generating-a-hexagonal-tile-and-its-triangular-grid
KamiEditor (Work in Progress). DirectX 10.0 project. 8220;Mirror”, PS3 Game prototype. I make games. Video games. Generating a hexagonal tile and its triangular grid. July 10, 2014. Fig 1: Single map cell triangular grid. This is an idea I’ve been working on in my mind for quite some time now and finally decided to start working on it; I want an exploration kinda game, taking place on a hexagonal grid, where the world gets procedurally generated as you explore it. The mathematics behind it. Our tile is a...
Tasos – VoidInSpace
http://www.voidinspace.com/author/admin
KamiEditor (Work in Progress). DirectX 10.0 project. 8220;Mirror”, PS3 Game prototype. I make games. Video games. Project Polis (Dev Journal #4): Resource acquisition and production Polis Dev Blog. June 29, 2016. Posted in: Dev Journal. Project Polis (Dev Journal #3): Coroutines, Tasks, Building Construction Polis – Dev Blog. April 27, 2016. Posted in: Dev Journal. Project Polis (Dev Journal #2): Resources, Buildings and the UI. April 13, 2016. In the first dev blog post of Polis we went through the firs...
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void init()
OpenGL, GLSL, computer art, videomapping and more. Zondag 22 januari 2012. There are multiple ways of representing rotation in a 3D environment. You have normal rotation. Degrees about the XYZ axis), axis-to-angle. Rotation (rarely used in 3D animation), Euler angles. Each of them has its advantages and disadvantages, it just depends on the kind of project you are working on. This code is based on an example published by an user called julapy, from Sydney, on this post. Of the OpenFrameworks forum. I am ...
void inside
void inside: Start
VoidInside (Isa) - DeviantArt
Window.devicePixelRatio*screen.width 'x' window.devicePixelRatio*screen.height) :(screen.width 'x' screen.height) ; this.removeAttribute('onclick')" class="mi". Window.devicePixelRatio*screen.width 'x' window.devicePixelRatio*screen.height) :(screen.width 'x' screen.height) ; this.removeAttribute('onclick')". Join DeviantArt for FREE. Forgot Password or Username? Deviant for 11 Years. This deviant's full pageview. Last Visit: 570 weeks ago. This is the place where you can personalize your profile! Operat...
VoidInSpace
I make games. Video games. My Procedural Playground AKA Kami Editor. February 25, 2015. This is the first part of a series of articles I’m planning to write about my current side project which I’m calling Kami Editor (Kami = god, deity in Japanese , *I’m bad with names, don’t judge me). This is more of an intro article so I won’t get too technical, I’ll just try to … [Read more…]. Posted in: Game development. Project TWA Part 1: Generating a hexagonal tile and it’s triangular grid. July 10, 2014. A finit...
Live Dangerously!
Sublime Text3 에서 코드 볼때 유용한 기능. Sublime Text3 에서 Code review할 때 유용한 기능과 기본 키 바인딩에 대해 기록합니다.1. Goto- Goto Definitionvim 등에서도 cscope나 ctags 등의 플러그인을 통해 지원하는 코드 인덱싱의 기본기능이라 할수 있는 struct, variable 등의 정의 부분 또는 call 되는 함수의 원형 등을 찾을 수 있는 기능입니다.기본 키 바인딩은 F12로 되어 있는 것을 확인할 수 있습니다.Goto Defin. Sublime Text3 에서 코드. Blog is powered by.
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Ready Or Not
A RETURN TO THE CLASSIC TACTICAL SHOOTER. Slow Tactical. Methodical. Experience close quarters combat in tense, claustrophobic environments. Establish your own plan of attack. Lethal and non-lethal devices provide players with a great array of choice. Crafted using Unreal Engine 4. PBR rendering and skin shading techniques help establish grounded and believable characters. Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.
voidinternational.blogspot.com
Void International
Thursday, May 15, 2008. A-Void: routing spaces of surveillance. A project for the Territories Re-imagined: International Perspectives. Conference in Manchester, 19th - 21st June 2008. You are also invited to find the place of most surveillance and the place of least surveillance in Manchester, and to map and document them. Materials should again be left in the Void Box or posted electronically. Documentation will be posted online and on a noticeboard during the conference, and presented and discussed at ...
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