Tilt-5 Was Magical
Introduction It was nice to get out and actually look through AR and VR displays at AWE 2021. I started to write about everything I saw at AWE, but to me Tilt-5 was such a standout that I decided t…
Introduction It was nice to get out and actually look through AR and VR displays at AWE 2021. I started to write about everything I saw at AWE, but to me Tilt-5 was such a standout that I decided t…
In 2020, I started writing a 3D game engine from scratch in C++. This is a post about how I added skeletal animation to it. Drake is in it, so buckle up.
A 2021 Journey from Oregon Trail to A.I. Dungeon
Brute force, gaussian blur, and Jump Flood Algorithm based outline approaches tested and compared.
A simple intuitive breakdown of fluid simulation for programmers and technical artists. Instead of complicated mathematical expressions, I…
The adventure makers at LucasArts had a banner 1993. One of the two games they released that year, Day of the Tentacle , was the veritable Platonic ideal of a cartoon-comedy graphic adventure; the other, Sam and Max Hit the Road , was merely very, very good.
Last time we formulated the problem of isosurface extraction and discussed some general approaches at a high level. Today, we’re going to get very specific and look at meshing in particular.…
Mario Paint the 1992 masterpiece game, music-maker, and animation studio
About two months ago, I decided to start developing a fresh codebase for my voxel project – something that many indie developers are probably all-too familiar with, including myself. This time around, there were three major features that I wanted to implement:
“The Martian” by Andy Weir, and its film adaptation directed by Ridley Scott, remain some of my all time favorite science fiction works. Way back in the day I wrote a technical commenta…
This blog is all about astrophotography and it works mainly as an imaging diary. J-P Metsavainio is a Finnish astrophotographer,
There now is a Winboard version that can handle bigger boards, and a Fairy-Max engine that can run under it ( download )
Blog of Raph Levien.
What is it about voxels that makes people go crazy? Throughout the past decade, there have been SO many developers obsessed with shrinking them down to have as many as possible ( 1 , 2 , 3 , 4 , 5 ), admittedly including myself. It’s exciting both as a developer and to the gaming community to see amazing algorithms…
A blog about game engines, graphics, C++, and more.
Imagine asking Julius Caesar to review the arcade game Galaga. He lacks the knowledge of space that even children have today, and certainly can’t recognize a...
Since “updates” can usually get lost in the noise, the most recent updates are put first.
A young writer crosses paths with the designer of Zork, sparking a surprisingly experimental game where you experience reality from six unique perspectives.
This comes from a question posed to me and others in 2019 by Stefan Langerman, a computational geometer who also happens to be a diamond dealer. The classic ...
A post about lockstep, rollback, and what it takes to prepare your game for future netcode integration. Continue reading →
The capabilities of game-playing AIs have grown rapidly over the last few years. This trend has culminated in the defeat of top human players in the complex real-time strategy (RTS) games of DoTA 2…
After showing an impressive demo last year and unleashing recently with the UE5 preview, Nanite is all the rage these days. I just had to go in and have some fun trying to figure it out and explain…
When I was thinking about an iconography for DRM, I began to think back to the old days of recording vinyl onto my portable tape deck using a 5-pin DIN plug to connect the two machines, the advent of tape-to-tape decks, and being poised over the pause button to record tracks from John Peel sessions. It was all so…
In my last post , I took issue with the TV show Mr. Robot for not being weird enough. Although imaginative and compelling, its universe is well-ordered: everything happens for a reason.