Hello again! The volumetric cloud project has achieved the status of complete for now. I was finally able to get decent volumetric clouds rendering using openGL, cg and shaders…influenced heavily by an example from nVidia of rendering to 3d textures. The only thing missing to make them very convincing is self-shadowing…someday
. Check it out!
Programming
C++, frame buffer objects, Graphics, OpenGL, pixel shader, Programming, render to 3d texture
I recently posted on my personal blog about the current status of my volumetric cloud project. It is far from complete, but I briefly go over a few techniques that I have found interesting, provide some links, and a handful of images that I’ve saved along the journey. Enjoy!
Programming
C++, Graphics, OpenGL, Perlin Noise, Procedural Generation
I hope many of you have played World of Goo, and thusly know of it’s developer, 2D Boy. If not, it’s one of the better indie 2D puzzle titles out on the market right now and definitely worth a shot. But I’m not here to review World of Goo. You see, recently, 2D Boy has done something fabulous. They took World of Goo, stripped it down to it’s basic framework (state machine, input, sound, graphics, math helpers, etc) and released the source code.
In this code is some insight of how to build a simple game, some tricks for optimizing code, and even a bit of Wii support. But the code is unsupported by 2D Boy themselves, their sole intent was to allow you to build new ideas quickly. So prototype away, and let them know how happy they’ve made you (on their forums).
Programming
C++, game development, prototyping
Hello all! My name is Ray..and today I want to talk about creating isometric things…like engines, editors, and maps. Mostly maps, but these concepts apply to all three. OK, here goes!
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Isometric, Programming
2D, C++, game development, Isometric, rendering, tile engine, tutorial