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Wyoming, USA
Adventures of Goblinson Crusoe
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45 followers
453 entries
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JTippetts
April 04, 2015
Patiently restoring functionality one error at a time
Spent the last couple days adding back GC functionality piece by piece, trying to fix the spots where changes in the Urho3D interface (as well as changes in the Accidental Noise Library) have broken things. I've gotten it back to "playable"; ie, GC is back under direct control, and walking around o…
1,408 views
JTippetts
March 29, 2015
8-Type Triplanar Mapping
On a whim, I decided to go ahead and implement a version of the tri-planar shader that uses all 8 detail layers in the atlas.



Surprisingly, it still runs at around 13fps, and that's with the triplanar material applied even to the ground tiles. I did do some rearranging of the operations in the shade…
3,166 views
JTippetts
March 22, 2015
Texturing experiments
So, lately I've been getting back into working on Goblinson Crusoe. I've got the core working again (except for particle systems), but I've allowed myself to be sidetracked. In my previous journal entry, I mentioned how I was working on a terrain editor. Well, in the editor I implemented the terrai…
3,374 views
JTippetts
March 12, 2015
Threading and the ANL
Some time back I wrote about how I had started an experimental branch of the Accidental Noise Library that uses a sort of virtual machine that executes a linear vector of instructions, rather than a pointer-linked chain of modules as the master uses. Part of the reason I wanted to do this was to su…
1,700 views
JTippetts
March 03, 2015
/cast Resurrect HeightMapEditor
A short while ago (translation: 10 years) I had been working on a heightmap editor for a game project I was working on. Like most of my projects, it fell by the wayside. I haven't really had time lately to do much, but I have resurrected that old project... in a way, at least. In spirit, if nothing…
2,646 views
JTippetts
September 23, 2014
The Week of Awesome....
... unfortunately happens to coincide with "The Week of Five Consecutive 12 Hour Night Shifts", so I'm afraid that my game idea of "Santa Claus is murdered by the hell-born toys from his sack, and with his dying breath commands Bizkip the Elf to take up the custom modified Nerf gun he uses for prot…
1,400 views
JTippetts
September 09, 2014
Experimental virtual-machine-based branch of ANL
I've pushed some commits to the vm branch of the ANL; you can find the new branch here.

Note that the new branch is still very much in development. I haven't written any bindings for Lua, so the framework exe merely executes whatever current testing I am doing, rather than providing a Lua interprete…
2,521 views
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JTippetts
April 20, 2014
Stuff
My schedule lately is one that can be summed up by two simple words: crushing exhaustion. A change of career (unfortunate, but necessary) has initiated a period of long shifts and a somewhat higher level of physical labor than I have been accustomed to lately, so that the attendant emotional and ph…
5,183 views
JTippetts
February 27, 2014
Demo and Explanation of Third Person Camera
I got a message from someone asking for more information about the camera system I briefly described in the previous entry, so rather than responding with an explanation via message I'll just dump it here. TLDR version: At the end of this post is a link to a small third-person ARPG foundational dem…
4,361 views
JTippetts
February 25, 2014
Third Person Camera, Ghosting, Blender Cycles Baking, Other Stuff
I got sick, then I got better. Since then, though, work on Goblinson Crusoe has been sporadic at best. However, I haven't really been idle. I've done a few things at least, and there have been some interesting developments.

1) I redid all my cameras. Aside from GC, I have any number of other project…
4,319 views
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