
I’m an escape room enthusiast, some may say addict, and for the past few months I’ve been missing it. A friend of mine, a true addict with over 500 rooms to his […]
I’m an escape room enthusiast, some may say addict, and for the past few months I’ve been missing it. A friend of mine, a true addict with over 500 rooms to his […]
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 […]
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 […]
Simulations can provide curious insights; in this case a distinct advantage to winning a game. I recently encountered a perfect opportunity to run a simulation on the game “Bloons TD Battles”. There […]
All I wanted to do was to make a game for my Android tablet, so how come I ended up writing a new C++ framework? What happened? Between the standard Android SDK […]