
New Game: A quest for graphics (Leaf-SDL #1)
I’ve started a journey to make Leaf more visual. You may have seen some of my videos about complexity, complete with shaky mouse drawn
I’ve started a journey to make Leaf more visual. You may have seen some of my videos about complexity, complete with shaky mouse drawn
When I saw the below demo I thought “neat, how’d they do that”? That may sound surprising if you knew that I wrote the API
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
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:
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
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”
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
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
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
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
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