/* Why you crying? */

Profile
Wyoming, USA
Adventures of Goblinson Crusoe
1,239 comments
45 followers
453 entries
Advertisement
JTippetts
July 29, 2011
Building An Isometric Game Using Horde3D (Part 1)
I recently wrote a post about using "pure" SFML and traditional 2D methods to create an isometric game. I also indicated in the same post how, in my opinion, traditional 2D isometric games are pretty much dead, at least on most platforms. I'm sure there is a platform, somewhere, that a 2D isometric…
8,115 views
JTippetts
July 23, 2011
Some more procedural grayscale textures
Another round of randomly generated procedural grayscale textures for ya:




These are selections from a whole raft of new library modules that a script I left running last night put together, using the latest version of the Accidental N…
2,491 views
JTippetts
July 23, 2011
Minecraft on the XBox
Despite my interest in the generation of 3D cube worlds, I've never played Minecraft. Nevertheless, I have had my eye on it since first hearing about it over on the Tigsource forums, and I've been fascinated by the success of the project despite its lack of a "traditional" marketing and PR machine …
1,103 views
JTippetts
July 19, 2011
Header-only libraries
I'm really considering making ANL a header-only library. Seems like it's small enough and specific-purpose enough (ie, not many modules of any given program should need to call into it) that doing so shouldn't hurt anything too drastically, and this way I wouldn't have to try to do binary releases.…
1,416 views
JTippetts
July 14, 2011
Color Rotation
Been doing more refactoring. Converting a lot of parameters to ScalarParameters, adding RGBA functionality back in, etc... Added a new type of RGBA function as well, which rotates a color in color-space around an axis, by a given angle. The axis coordinates and angle are all ScalarParameters, so th…
1,860 views
JTippetts
July 12, 2011
Refactoring (again) the Accidental Noise Library
[font="arial, verdana, tahoma, sans-serif"][size="2"]I'm going through the process of refactoring (again) the Accidental Noise Library. This library is the basis for my various experiments in procedural generation, including my earlier Minecraft-type level generation articles ( here, here) and the …
2,205 views
JTippetts
June 25, 2011
Isometric Map in SFML
In my ever-so-humble opinion, "traditional" 2D isometric games (ie, games implemented using only 2D techniques to fake an isometric viewpoint) are as dead as last week's meatloaf. Traditional techniques present a number of problems that are solved by hacks and kludges, but which are solved much mor…
65,233 views
Advertisement
JTippetts
June 16, 2011
Cover Art for Goblin Wizard the Novel
EDIT: Based on feedback, I've got another candidate:



So as I mentioned in the last post, I've written a novel. It's based on the story of Goblinson Crusoe, my current in-production game. The novel is in near-final draft status, so lat…
1,475 views
JTippetts
June 14, 2011
More trees
I wrote a marching cubes (or, rather, tetrahedrons) surface extractor for the procedural trees mentioned in the previous post. It works okay, but doesn't perform any compaction or decimation at the moment so I still have to import into Blender for that. Today I've been fiddling around with differen…
1,189 views
JTippetts
June 10, 2011
Trees, Procedurally Generated and Voxelized
After reading this article, I decided to try out the method for myself. It's actually pretty cool, although I think it will take a lot more effort than I've put into it so far to make it robust.

The basic premise of the algorithm is that you seed a volume with a number of randomly scattered points. …
2,141 views
Advertisement

Popular Blogs

shawnhar
Generalist
101 Entries
14 Followers
klg71
Generalist
57 Entries
2 Followers
ApochPiQ
Generalist
628 Entries
45 Followers
15 Entries
14 Followers
johnhattan
Programmer
1,277 Entries
50 Followers
Advertisement