Why You Should Use OpenGL And Not DirectX  |
| Posted by David Rosen on Fri, 08 Jan 2010 07:48:00 EST in
Programming
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| The forgotten history of OpenGL and why more game developers should use it instead of DirectX. |
| Read More... | 17 Comments |
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Close-Up and Distant Terrain Lighting |
| Posted by David Rosen on Thu, 31 Dec 2009 12:41:00 EST in
Programming
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| Combining the heightmap normal map with the detail texture normal maps, allows terrain lighting to look nice both close-up and far away. |
| Read More... | 1 Comments |
Detail Textures  |
| Posted by David Rosen on Fri, 25 Dec 2009 03:46:00 EST in
Programming
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| A method for automatically applying normal-mapped detail textures to a terrain mesh. |
| Read More... | 0 Comments |
Bands and Orchestras  |
| Posted by David Rosen on Tue, 15 Dec 2009 07:56:00 EST in
Production
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| While "bands" don't have the manpower to match the technical mastery of the "orchestras", they can play songs that they care about, so their creativity and passion help them reach their audience in a more personal way. |
| Read More... | 2 Comments |
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Fast Object Instancing |
| Posted by David Rosen on Mon, 07 Dec 2009 09:29:00 EST in
Programming
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| How to draw multiple copies of the same objects while keeping frame rate high. |
| Read More... | 2 Comments |
Triangle Mesh Voxelization  |
| Posted by David Rosen on Wed, 02 Dec 2009 07:39:00 EST in
Programming
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| A quick and easy method for voxelizing 3D triangle meshes. |
| Read More... | 3 Comments |
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Volumetric Heat Diffusion Skinning |
| Posted by David Rosen on Tue, 24 Nov 2009 03:03:00 EST in
Programming
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| An easy and automated approach to skinning and vertex weights. |
| Read More... | 3 Comments |
The Value of Game Design Docs  |
| Posted by David Rosen on Tue, 17 Nov 2009 02:59:00 EST in
Game Design
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| Design documents are essential for large projects but may not be extremely useful for small indie teams. |
| Read More... | 9 Comments |
How To Project Decals  |
| Posted by David Rosen on Mon, 09 Nov 2009 08:17:00 EST in
Programming
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| An explanation of 3D decal projection. |
| Read More... | 7 Comments |
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Character Rim Lighting |
| Posted by David Rosen on Tue, 03 Nov 2009 05:09:00 EST in
Programming
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| Rim lighting is a good technique for combating the "plaster effect" and allowing soft materials to look soft. |
| Read More... | 2 Comments |