Category: Technology

Making Waves

This one took me longer than expected – my previous experiments with terrain rendering simply used a flat blue surface surrounding the land mass to model water, and I had wanted to implement a system to render water for a while now. I knew that there was an article describing a sample implementation in the…

Read more
 

Sky Rendering

Moving on from techniques for generating terrain for now, I started looking at how to generate a background for my rendered scene. So far I had been using a solid background color but I wanted something more interesting. Since the scene background in a typical game will obstructed in many places, most game engines do…

Read more
 

Generating Island Terrain

Over the past month I’ve continued looking into terrain generation for my next game. My previous attempts were using algorithms to generate a fully-formed terrain from scratch, but I wanted to see if I could come up with a way to simulate terrain generation over time. I’m envisioning that the player will be able to…

Read more
 

Down the rabbit hole

After completing my foray into terrain rendering progress on building a 3D engine has been slower than I had anticipated. This was in part due to me traveling for a bit, but was mainly caused by finding out once more that there are many layers of complexity involved with this undertaking. Usually, when trying to…

Read more
 

Terrain Rendering

The last few weeks have been busy: I’ve been working on a prototype for rendering a 3D landscape. One of the key aspects of the game that I’m working on is the deity-like ability of the player to manipulate the game world. The game engine will need to support real-time dynamic transformations like raising and…

Read more
 

On Playing God

The next game I want to make is going to be a god game. The term was coined back in the 8-bit days to describe a type of simulation game that imbues the player in with god-like powers while putting him in charge of a group of artificial beings. While the specifics vary between different…

Read more
 

(Just Like) Starting Over

Here’s the thing… I find myself coming up with a new game idea once or twice a year. Usually at that point, I drop everything else I’ve been working on and focus all my free time for the next 2 or 3 weeks on it, until I gradually lose momentum. While those initial bursts are…

Read more
 

Deciphering Blade Runner

I have been doing some research into voxel rendering techniques as of lately. While the whole approach has fallen to the wayside a bit with the advent of 3D accelerators, I still find it to be a uniquely elegant approach to modeling and rendering objects in software. As part of my research, I thought it…

Read more
 

For King and Country

I recently felt the urge to take some time off from the long-term game project I had been working on for most of this year, so I decided it would be fun to have a little weekend hackathon focusing on a small project. After the recent game-jams I had participated in as part of a…

Read more
 

Lessons from the Jam

Another April, another Game Jam: in fact, it was time for Ludum Dare 26. After the mixed experience that was this year’s Global Game Jam, I was curious to see if we were able to apply any of the lessons learned. The theme of the Jam was “Minimalism”, which to me personally isn’t so much…

Read more