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Wyoming, USA
Adventures of Goblinson Crusoe
1,239 comments
45 followers
453 entries
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JTippetts
October 14, 2010
Isometric
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…
3,073 views
JTippetts
October 10, 2010
More Recast and Detour
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…
23,379 views
JTippetts
October 09, 2010
Surface Sketching in Blender
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 …
2,690 views
JTippetts
October 06, 2010
More tweaking
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…
725 views
JTippetts
September 23, 2010
More modeling/texturing practice
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…
1,047 views
JTippetts
September 13, 2010
Stone
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…
2,180 views
JTippetts
September 01, 2010
Splatting
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…
1,190 views
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JTippetts
August 30, 2010
Top-down games
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…
1,225 views
JTippetts
August 25, 2010
Pathfinding
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…
768 views
JTippetts
August 01, 2010
Oh jeez
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…
894 views
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