![Isometric](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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…
![More Recast and Detour](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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…
![Surface Sketching in Blender](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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 …
![More tweaking](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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…
![More modeling/texturing practice](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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…
![Stone](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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…
![Splatting](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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…
![Top-down games](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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…
![Pathfinding](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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…
![Oh jeez](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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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