A few days ago I was setting up a new resource build pipeline for our games, and wanted to integrate the build directly in Visual Studio. The goal was to include a resource manifest file in the project, and have them be fed to my compiler as part of the normal VC project build. Often the starting …
If you’re unfamiliar with my DanceForce work or the previous versions, please read the introduction of my V3 build post for the rationale and advantages of this particular approach to a hard pad and what I’m going for. In short, th…
This is Part 1 of a series examining techniques used in game graphics and how those techniques fail to deliver a visually appealing end result. See Part 0 for a more thorough explanation of the idea behind it.
High dynamic range. First experienced by most consumers in late 2005, with Valve’s Half …
I’m about to start a series of blog posts called Games Look Bad. Before I start throwing stones from my glass house over here, I wanted to offer an explanation of what I’m doing and a defense of why I’m doing it.
There’s no doubt that we’ve seen a sustained and significant period of improvement in…
Today, we’re going to talk about how to configure a MIDI controller to act as a debugging aid for a game – or any software development project.
Why a MIDI controller? Photo credit: Wikimedia Commons / CC BY-SA 3.0Why would you want to do this? It’s very common to have a set of internal variables …
I’m planning to review this camera properly at some point, but for the time being, I wanted to do a simple test of what the parameters of EVF lag and blackout are.
Let’s talk about lag first. What do we mean? The A77 II uses an electronic viewfinder, which means that the viewfinder is a tiny LCD p…
I was digging through my Ventspace post drafts, and I found this writeup that I apparently decided not to post. It was written in March of 2012, a full year and a half before the Xbox One arrived in the market. In retrospect, I’m apparently awesome. On the one hand, I wish I’d posted this up at th…
Some of you are probably working on Retina support and performance for your OpenGL based game for iOS devices. If you’re like us, you’re probably finding that a few of the devices (*cough* iPad 3) don’t quiiite have the GPU horsepower to drive your fancy graphics at retina resolutions. So now you’…
I’d hoped to write up a nice post for this, but unfortunately I haven’t had much time lately. Releasing a game, it turns out, is not at all relaxing. Work doesn’t end when you hit that submit button to Apple.
In the meantime, I happened to put together a video showing a prototype of the game, runn…