I can’t decide whether a.size or size(a) is more correct when getting the length of an array. While writing Leaf I have a recurrent feeling that perhaps a.size is wrong. What is […]
Over 20 years of programming. From video games to communications; science to finance; compilers to business processes. Too many languages to even track anymore.
Here's looking to another 20 years towards mastery of the craft.
We used a lot of object normal maps in RadialBlitz. Figuring out how Blender encoded these was part of the challenge. It didn’t seem to be documented anywhere, nor was I able […]
A simple tap of the screen invokes a staggering amount of calculations. That screen is actually big tree of UI elements, and we need to navigate it quickly to find the right […]
I came upon a problem with bitwise complement (logical not): it isn’t safe. It’s nothing new, but it really registered while implementing the logical operations in Leaf. The issue is the result […]
Now that we’ve drawn beziers and arcs there’s only one piece missing in the vector API. We need to calculate the bounds of the curve: the minimum/maximum points where it will draw. […]
I needed to draw ellipses and arcs. A vector API just wouldn’t be complete without them. Though opinions seem to differ as Apple’s Core Graphics lacks anything but an axis aligned circular […]
I recently ported Leaf from Linux to OSX. I figured it was about time to start making it cross-platform. The goal is to get it compiling useful libraries for iOS and Android […]
I’ve been dreaming and coding curves lately. They play an integral role in a vector drawing API, which I’m writing for Fuse now. “Bezier curves” are so common we might think it’s […]
I wanted to migrate my shelljob module from Python 2 to 3. I use this as part of the Leaf unit test setup. What I thought would be relatively straight forward has […]
Optional values are one of the fundamental extrinsic types in Leaf, as are shared values. Originally optional values were used just like regular values, dereferenced automatically. I was always uncertain of that. […]
An endless tunnel is the centerpiece of my game Radial Blitz. Flying smoothly through this tunnel was important to me. That required both a smooth tunnel and a smooth camera. In this […]
Normal maps preserve the lighting fidelity of a high polygon count model when it is reduced to a lower polygon count. Model designers tend to work with models that are far too […]
Glow is a relatively simple effect that gives life to the graphics in Radial Blitz. It blends well into the sci-fi theme. Creating the glow requires a glow map, a second world […]
Finally, I managed to release my 3d action game “Radial Blitz” on iTunes yesterday. I encountered many obstacles along the way, but am quite happy with the result. In the coming months […]