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Topics - nuclear

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Hello! Here's my entry for the halloween compo :) It's just a simple effect with acompanying music. I've only compiled it on GNU/Linux for now, but I'm going to port it to windows asap and post a youtube video later tonight.

Consider this a party-version, releasing it now just to catch the deadline. I'll post a proper v1.1 archive after I'm finished with the multiplatform versions, which will include build instructions, dependencies, proper license info etc.

Edit: OK! releasing the final version!
Includes full source code and compiled binaries for linux (64bit) macosx (64bit) and windows (32bit vista+):

Download links:

Youtube video capture:

Let me know if you have any issue running this.

Challenges & Competitions / [UDG] Printblobs
« on: February 20, 2013 »
Hey everyone!

I hacked something together for this compo. It's a bunch of metaballs (and metafloor :) rendered with a halftone dithering technique (implemented as a pixel shader).

The full source code is included, released under the terms of the GNU GPLv3 (or later), see README and COPYING for details.
The code is cross-platform and should work everywhere, linux (32 & 64bit) and windows (32bit) binaries are included in the archives printblobs.tar.gz and respectively. Apart from the different binaries (and the fact that the windows package contains some dlls), both archives are identical (same source code).

My last blog post seems like a good fit in this section, here it goes:

It describes methods of generating multiple sub-pixel sample positions within the area of a pixel, for doing anti-aliasing, and monte-carlo rendering techniques in ray tracers.

I've written a few more tutorial-ish articles in the past, I'll post more of them here if there is interest.

Projects / A game project I'm working on
« on: November 12, 2012 »
Hey people!
I wanted to post something here, and I thought I'd post a video capture of a game project I'm working on. It has a long way to go yet, this is just a prototype to try out a couple of things:
- Deferred shading for lots of dynamic light sources (notice the specular highlights on the walls from the torches and the separately flickering light sources). The idea is that all effects in the game (spells, magic crystals, fiery monsters, etc) will cast dynamic light.
- Positional audio and streaming music with OpenAL
- An idea for layered tile-based dungeons (so base tiles with detail tiles on top, etc).

The only thing I didn't like so far is the tile system. Even with detail tiles, the square grid is too restrictive. I'll implement a much more powerful tile-based system idea I had.

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