Here is a current in-game shot:
I've incorporated the texture "splatting" that I talked about a few posts ago, although I still need to hammer out the method for creating the art for coastlines and shorelines, since just doing an alpha blend onto the water of a flat splat kind of looks like crap. Th…
I've incorporated the texture "splatting" that I talked about a few posts ago, although I still need to hammer out the method for creating the art for coastlines and shorelines, since just doing an alpha blend onto the water of a flat splat kind of looks like crap. Th…
Awhile back, I mentioned a library I had found called Recast and Detour. I'd like to talk a little bit more about it.
The library is actually two libraries. Recast is the section that deals with generating a navigation mesh, and Detour is the section that deals with finding a path on a navmesh.
The w…
The library is actually two libraries. Recast is the section that deals with generating a navigation mesh, and Detour is the section that deals with finding a path on a navmesh.
The w…
I continue to find neat little goodies in the new (2.5) series of Blender. The latest tool I have found is a script for surface sketching in Blender. Basically, it is an experimental script add-on for Blender that enables you to use the grease pencil to draw lines in the 3D view, and convert those …
Been doing more fiddling and tweaking with Sculptris, and the character creation process. Revisited my turtle-shelled dude and made him a little more ferocious, with spikes and horns and all that jazz.
I've been working on a post regarding further refinement of the stuff presented in the most recent…
I've been working on a post regarding further refinement of the stuff presented in the most recent…
Continuing to learn, practice, and experiment. I often get the feeling I am going about things backward from the way "real" artists do them, but I suppose that's only natural.
The last couple of days, I've spent a bit of time playing Diablo 2 again. And by playing, of course, I mean "hopping from wa…
The last couple of days, I've spent a bit of time playing Diablo 2 again. And by playing, of course, I mean "hopping from wa…
Just can't seem to keep with a top down perspective. In the end, it's just too limited a perspective for my tastes.
Been playing around lately with stonework: pavings, walls, etc... for isometric. Stonework is one of those things that can be tricky to get right, but boring to play with. But it can s…
Been playing around lately with stonework: pavings, walls, etc... for isometric. Stonework is one of those things that can be tricky to get right, but boring to play with. But it can s…
Now that I've started tinkering with Archipelago again, it's a perfect time for me to experiment with a little idea I had some time ago, which I filed away. It has to do with eliminating, or at least hiding, the grid. Archipelago, like most of my games, is tile based. One of the biggest problems wi…
I've always loved 2D games. Although lately I've been tinkering with Ogre3D, I still (and probably always will) have it in my head that 2D games are what I really want to do. Simpler asset creation pipelines, lower GPU capabilities, less complex physics and object interactions, etc... For a solo gu…
I've been climbing back in the saddle, getting quite a bit done lately. In the process, I've added another neat, free library to my "standard" load-out of libraries: Recast and Detour for navigation-mesh generation and pathfinding. In a word: neat. It's a pretty powerful little library (Recast) for…
So, yeah, that neat little free program, Sculptris, that I raved about in my last couple journal entries? Turns out, it's been bought by ZBrush, along with the developer. I'm all for people getting jobs and/or getting paid for their work, I really am. However, the whole reason I was so excited abou…
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