As a few of you know, in the past I've done a little bit regarding creating artwork for isometric games. I'm not really an artist; my background consists of high school art classes, and while I usually did well, art isn't my specialty. However, not being much of an artist shouldn't be a huge limiti…
EDIT: I hacked together a very quick and dirty little demo app to see the generated explosions in motion. You can download the zip here. It's crude, since I just pieced it together in about an hour or so, but it works okay. The app will generate 6 explosion sequences, then randomly spawn explosions…
In response to this thread I started tinkering with using noise to generate explosion sprites. The result is here. It is a ZIP containing a program built on my codebase called framework.exe, and the good stuff is in the file explosion.lua. The EXE is a standalone Lua interpreter; run it and you get…
My avatar is still wearing his little Santa hat. Jeez, what's it been, 3 years now? What a noob. To be honest, though, I may not even have the un-hatted .GIF anymore. Been 1 or 2 harddrive swaps and reformats in there, and anybody who is familiar with my backup organization knows that the .GIF is p…
The current task on my plate, now that the 'guts' of the Accidental Engine are pretty much done, is GUI. I've been getting by with some pretty hackish GUI, as evidenced by the minimal button-based stuff of the heightmap editor. As it stands, the GUI is a set of Lua 'classes' (I use the term loosely…
Been tinkering around with the current version of the Accidental Engine. Have completely replaced libnoise with my own stuff, which provides selectable interpolation schemes, selectable basis function types (value, gradient, simplex, voronoi functions, image-buffer sampling, geometric shapes) low-l…
I've been playing a little bit with cellular/Voronoi type functions as the foundation for fractal basis functions, as described by Worley in Texturing and Modeling: A Procedural Approach in hopes of cobbling together something a little more powerful than what I have. No dice, really; I had pretty g…
EDIT: BTW, no matter how much I play with noise-based fractals and turbulence and whatnot, I never get bored with them:
I've dusted off all the dust from the Accidental/Golem3D stuff and I've been doing some tinkering. I realized quite some time ago that there really is no fundamental difference bet…
I've dusted off all the dust from the Accidental/Golem3D stuff and I've been doing some tinkering. I realized quite some time ago that there really is no fundamental difference bet…
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