@RumbleSushi: A web game for a big US company, I am a the developer for this game. The project starts in 3 weeks but I prototyped in advance to convince the directors on the project to go with tech solution instead of a tile based iso engine. My main reason for this was to have more unique graphics (no tile patterns, long…
updated the toolbox I have been working on, its now called "ShoeBox" because co workers thought that would be a funny name and it refers to me. [ame]http://www.youtube.com/watch?v=GWMwBCLEcoM[/ame] It has now 3 sprite tools that I use at my work:* A animated GIF or SWF to sprite sheet converter to convert traditional…
Been playing Mount & Blade Warband recently, and decided to have a crack at learning Python properly by writing an importer for their binary BRF format. Been reverse-engineering the format based on their export script for Python, mostly pretty straightforward so far. Currently I'm just building the raw mesh, next up is…
I like the indirect lighting, but I think it's actually distracting to do it at a granularity smaller than the blocks themselves (and the outlines on the blocks don't help). It sort of accentuates the blockiness to the point of distraction, instead of it being an interesting pixel-art-like style. Imagine if you took a…
I was digging into many Voxel generation scripts but they all couldn't generate the voxel colors based on a texture or material. So i started writing my own one from scratch and the main trick in my one is to use the slice modifier on 3 axis to make sure that for each voxel on the surface there is a close match of a vertex…
Oh I agree. I've also come to realise that it is mainly used on phones these days, and that somehow the browser based Unity is less successful than it should be. (Even Director games are more mainstream). I honestly thought it would take off far more on the web, the fact that it's got the WHOLE package, including physics,…
Been working on improving and expanding a signed distance field texture generator, originally by Jasper Bekkers, to whom all credit for the heavy lifting goes. Unreal and Source (and probably Unity with minimal effort) have support for these types of images, but I've not found many/any tools to render them correctly.…
Hi people, I'm about to properly start work on my first game, but before I do I'm just posting this demo showcasing a few things. The main thing being 3D sphere to triangle collision detection. Also some basic dynamic lighting and fast culling. Regarding culling, this pseudo game level has 54,000 polygons, which represents…
transactions go basically like this: try { * start transaction (command depends on the db engine) * update * update * insert *...until you're done * commit (<- stuff gets written at this point) } catch { rollback } Let's say the last insert fails and leaves your db in an incomplete state. Then you can issue a "rollback"…
Aside from getting ready to switch software packages and engines I haven't been working on too much other than small stuff like this: ScaleSpin, it adds a spinner to the curve editor to help you control the position of the scale origin. For regular max objects Monsters scale snap works great, but it doesn't handle all…