/* Why you crying? */

Profile
Wyoming, USA
Adventures of Goblinson Crusoe
1,239 comments
45 followers
453 entries
Advertisement
JTippetts
July 09, 2010
Environment
Using Sculptris as outlined previously has proven to be useful for creating environment models as well. Here's a floor flagstone, roughed together in about 10 min. Not great, but I'm getting some ideas.

790 views
JTippetts
July 07, 2010
More of the turtle dude
So I decided to take the time to flesh my little test dude out a bit more. I kinda like him now. I could see myself actually using him in a game. Here is a render from Blender of him; the one in the background is the high-res version sculpted and painted in Sculptris (about 120k triangles) and the …
966 views
JTippetts
July 06, 2010
Learning Modelling
I'm not really a character artist, or any other kind of artist, for that matter. Sure, back in the day, I used to dabble a bit in painting, pastels, colored pencils, etc... but ask me to draw a picture of your dog now and I'll just stare blankly at you. I've done graphics for all of my video game p…
1,189 views
JTippetts
June 13, 2010
Wang Tiles
Wang Tiles!

Sounds kinda dirty, I know, but according to Wikipedia, Wang tiles are sets of tiles that can be used to seamlessly tile a plane, while reducing the visual artifacts of repetition. By constructing a set of Wang tiles, you can piece together arbitrarily large regions of texture using the …
2,803 views
JTippetts
June 06, 2010
Updating the Noise Library
In light of the last post about seamless mappings of noise functions, I've begun yet another re-vamp of the noise library aspect of the Accidental Engine.

The new reorganization formalizes a few conventions that have slowly evolved as I've used the thing over the last couple years. I've imposed a fe…
1,539 views
JTippetts
May 08, 2010
Seamless Noise
I've been playing with various types of noise generation for quite awhile, and I use generated noise as an integral part of many of my various workflows: texture creation, level creation, etc... It's great stuff. But there has been something that has bugged me for awhile now, and that is the algori…
70,484 views
JTippetts
April 14, 2010
Programmer Art: Creating isometric river tiles usi
Okay, okay, this technique isn't 100% procedural (although, with the use of a software renderer or raytracer it could be). However, it does make heavy use of procedural techniques, so in my opinion it does qualify as "programmer art". As always, we'll be using the good ol' trusty Accidental Noise L…
4,316 views
Advertisement
JTippetts
December 25, 2009
Black Triangle
Jay Barnson talks about a concept he refers to as a "Black Triangle": that stage in a game development cycle when you have accomplished a milestone of sorts that on the surface doesn't look like much, but which, underneath, represents a significant step towards making real progress. The "black tria…
1,662 views
JTippetts
December 05, 2009
Entity system
Like a lot of people who "grew up" with C++, I read a lot of books that taught you to program along the lines: "Circle is-a shape, which is-a Renderable which is-a BaseObject", and the whole idea of object-composition never really clicked on me. I've worked on a lot of games. A lot, my friends. Hav…
2,022 views
JTippetts
November 30, 2009
Ogre
Been away awhile.

Lately I've (yet again) started to get back into the swing of things. After a few days of munging through old code (old Golem stuff, the Accidental Library, etc...) I decided to take a different tack, and I downloaded the latest Ogre. I remember briefly trying to tinker with it onc…
788 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