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Night of the Shape

Night of the Shape. Work by night, and dream about the next day. Monday, 7 June 2010. Stuart just sent an email through detailing his adventure's in the US, sadly I can't share any of that here. Sounds like he's had quite a ride. Anyways, an interview he mentioned doing is up: http:/ www.joystiq.com/2010/06/04/interview-bodycount-creative-director-stuart-black/. Posted by @ Nightshape/@. So We announced, it's been a long time, and actually lots of great stuff should be coming up with E3 round the corner.

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Night of the Shape | nightshape.blogspot.com Reviews
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Night of the Shape. Work by night, and dream about the next day. Monday, 7 June 2010. Stuart just sent an email through detailing his adventure's in the US, sadly I can't share any of that here. Sounds like he's had quite a ride. Anyways, an interview he mentioned doing is up: http:/ www.joystiq.com/2010/06/04/interview-bodycount-creative-director-stuart-black/. Posted by @ Nightshape/@. So We announced, it's been a long time, and actually lots of great stuff should be coming up with E3 round the corner.
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1 skip to main
2 skip to sidebar
3 pre e3 press tour
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skip to main,skip to sidebar,pre e3 press tour,0 comments,bodycount,labels bodycount,start of production,argh,it's been ages,labels work,feature mesh batching,anyways enjoy,dream build play,meshbatching,mongoose games,normal mapping,solar flux,labels c#
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Night of the Shape | nightshape.blogspot.com Reviews

https://nightshape.blogspot.com

Night of the Shape. Work by night, and dream about the next day. Monday, 7 June 2010. Stuart just sent an email through detailing his adventure's in the US, sadly I can't share any of that here. Sounds like he's had quite a ride. Anyways, an interview he mentioned doing is up: http:/ www.joystiq.com/2010/06/04/interview-bodycount-creative-director-stuart-black/. Posted by @ Nightshape/@. So We announced, it's been a long time, and actually lots of great stuff should be coming up with E3 round the corner.

INTERNAL PAGES

nightshape.blogspot.com nightshape.blogspot.com
1

Night of the Shape: Project Update: Solar Flux

http://www.nightshape.blogspot.com/2008/05/project-update-solar-flux.html

Night of the Shape. Work by night, and dream about the next day. Saturday, 31 May 2008. Project Update: Solar Flux. Well it's been a while since I posted, that's because I've been working hard finishing up my degree, and collecting all the content togeather for my online portfolio. Anyways, I thought I'd share some quick gameplay footage of our alpha playable for solar flux. Posted by @ Nightshape/@. Subscribe to: Post Comments (Atom). Folks you should be sure to check out! Azza Man [DR Studios].

2

Night of the Shape: Project Update: Solar Flux

http://www.nightshape.blogspot.com/2008/03/project-update-solar-flux_21.html

Night of the Shape. Work by night, and dream about the next day. Friday, 21 March 2008. Project Update: Solar Flux. In my last post, which I admit was a while ago (this is because I've been adding loads of new features to Unholy Mess), I was ranting on about Mesh-Batching. Posted by @ Nightshape/@. Labels: Bounding Volume Heirarchy. Subscribe to: Post Comments (Atom). Folks you should be sure to check out! Azza Man [DR Studios]. Project Update: Solar Flux. Project Update: Solar Flux.

3

Night of the Shape: February 2008

http://www.nightshape.blogspot.com/2008_02_01_archive.html

Night of the Shape. Work by night, and dream about the next day. Friday, 29 February 2008. Project Update: Solar Flux. Feature: R.U.S.T. and Unholy Mess. Well I've done pleanty today, or should I say yesturday, well. It's still thursday for me in my head. Anyways, I've fixed a bunch of bugs, highly exciting stuff honestly! As far as feature updates go, R.U.S.T. has an axis manipulation tool, which can be kinda handy, and now the material colouring selection is thankfully flawless. Posted by @ Nightshape/@.

4

Night of the Shape: May 2009

http://www.nightshape.blogspot.com/2009_05_01_archive.html

Night of the Shape. Work by night, and dream about the next day. Saturday, 9 May 2009. Yup, as of the 11th of May, I'll be starting on my first ever professional games production. There's been lots of pre-stuff, lots of planning-blarg, but only now has it finally got to the point where I can say: We're entering production of our yet unannounced title. Considering how far we've come as a team at Codies, Guildford, it'll be interesting to see how the dynamic changes through production. Tuesday, 5 May 2009.

5

Night of the Shape: Project Update: Entropy Earth

http://www.nightshape.blogspot.com/2008/03/project-update-entropy-earth.html

Night of the Shape. Work by night, and dream about the next day. Saturday, 1 March 2008. Project Update: Entropy Earth. Feature: Applying the Skin(CPU). It's really early on in the development of applying a correct 3D skin, to my skeleton of a tree which has been generated using an L-System, but as I actually have something new on screen I thought I'd share it with everyone. So what's wrong with this picture? Posted by @ Nightshape/@. Subscribe to: Post Comments (Atom). Azza Man [DR Studios].

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Michael Short: February 2009

http://shortgaming.blogspot.com/2009_02_01_archive.html

Wednesday, 18 February 2009. I got myself a G1 a couple of month back (its a great phone btw) and lately iv been experimenting with the Android SDK. So far iv managed to make a few apps (most of them direct tutorials from the android docs, which are also great). Iv also made a simple 2D space shooting game, the SDK is so easy to pick up it only took me a day to make the game! Sunday, 8 February 2009. From it I as able to implement a simple metaball system in render monkey. Subscribe to: Posts (Atom).

shortgaming.blogspot.com shortgaming.blogspot.com

Michael Short: Solar Flux

http://shortgaming.blogspot.com/2008/03/solar-flux.html

Tuesday, 11 March 2008. Subscribe to: Post Comments (Atom). View my complete profile. Pixel Shader Particle Engine. 3D Modeling with Blender. OpenGL 3.0/ES 2.0. Microsoft Lift London 2013 - pesent. Blitz Games Studios Ltd 2009-2013. All titles developed using C , Blitz Tech and various middleware solutions. Yoostar2 - XBox 360/PS3. All Star Karate - Wii. Titles developed using C , Gamebryo and our fusion engine. Wine Tycoon - PC. Another tycon game where players take charge of creating and maintaining th...

shortgaming.blogspot.com shortgaming.blogspot.com

Michael Short: Pixel Shader Particle Engine

http://shortgaming.blogspot.com/2008/03/pixel-shader-particle-engine.html

Wednesday, 26 March 2008. Pixel Shader Particle Engine. Final velocity = initial velocity (velocity variance * random value). Below is a picture of it in action, Im storing particle data in a 512 x 512 pixel texture, meaning there is a total of 262,144 particles on screen. Quite a few more than my CPU based engine! So basically all the data for each particle is stored in the colour values of a texture? Very handy. I suppose that also makes it extremely easy to save or load a particle system, storing ...

shortgaming.blogspot.com shortgaming.blogspot.com

Michael Short: Light Pre Pass Rendering

http://shortgaming.blogspot.com/2009/06/light-pre-pass-rendering.html

Sunday, 14 June 2009. Light Pre Pass Rendering. Iv been looking at light pre pass rendering as described here. And started playing round with it. The basic concept is:. On you z pre pass, render mesh normals and depth into a render target. Then using this rendertarget you obtain the normal of a surface and the world position ( pos = mul( float4( In.Tex.xy, depth, 1.0 ), matInvViewProj ) ) and can render the lights into the back buffer. The backbuffer containing a single directional light:. Yoostar2 is a ...

shortgaming.blogspot.com shortgaming.blogspot.com

Michael Short: Metaballs

http://shortgaming.blogspot.com/2009/02/metaballs.html

Sunday, 8 February 2009. From it I as able to implement a simple metaball system in render monkey. Using the equations in the article, you basically iterate through each metaball in the pixel shader and return the summation of affect each metalball has on the pixel. Its pretty cool stuff and not to hard to implement:. Subscribe to: Post Comments (Atom). View my complete profile. OpenGL 3.0/ES 2.0. Microsoft Lift London 2013 - pesent. Blitz Games Studios Ltd 2009-2013. Yoostar2 - XBox 360/PS3. Another tyc...

shortgaming.blogspot.com shortgaming.blogspot.com

Michael Short: June 2009

http://shortgaming.blogspot.com/2009_06_01_archive.html

Sunday, 14 June 2009. Light Pre Pass Rendering. Iv been looking at light pre pass rendering as described here. And started playing round with it. The basic concept is:. On you z pre pass, render mesh normals and depth into a render target. Then using this rendertarget you obtain the normal of a surface and the world position ( pos = mul( float4( In.Tex.xy, depth, 1.0 ), matInvViewProj ) ) and can render the lights into the back buffer. The backbuffer containing a single directional light:. Yoostar2 is a ...

shortgaming.blogspot.com shortgaming.blogspot.com

Michael Short: Deferred Shading Engine

http://shortgaming.blogspot.com/2008/04/deferred-shading-engine.html

Thursday, 24 April 2008. My deferred shading engine is almost complete. I've been reading the two articles form GPU. Gems 2 and 3 on the subject and I started work on it earlier this year. Its created with C and DirectX. 9 Mesh material data is stored in the G-Buffer (G for geometry). I chose to use 4 64bit render targets to construct the buffer. The following data is stored:. Below are the four textures that make up the G-Buffer:. There is also support for normal mapping and parallax. Below is a view of...

shortgaming.blogspot.com shortgaming.blogspot.com

Michael Short: March 2008

http://shortgaming.blogspot.com/2008_03_01_archive.html

Thursday, 27 March 2008. Got some proper colour and size variables in there now so it can be changed! Wednesday, 26 March 2008. Pixel Shader Particle Engine. Final velocity = initial velocity (velocity variance * random value). Below is a picture of it in action, Im storing particle data in a 512 x 512 pixel texture, meaning there is a total of 262,144 particles on screen. Quite a few more than my CPU based engine! Tuesday, 11 March 2008. Monday, 3 March 2008. 3D Modeling with Blender. Recently I've been...

shortgaming.blogspot.com shortgaming.blogspot.com

Michael Short: April 2008

http://shortgaming.blogspot.com/2008_04_01_archive.html

Thursday, 24 April 2008. My deferred shading engine is almost complete. I've been reading the two articles form GPU. Gems 2 and 3 on the subject and I started work on it earlier this year. Its created with C and DirectX. 9 Mesh material data is stored in the G-Buffer (G for geometry). I chose to use 4 64bit render targets to construct the buffer. The following data is stored:. Below are the four textures that make up the G-Buffer:. There is also support for normal mapping and parallax. Below is a view of...

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Night of the Shape

Night of the Shape. Work by night, and dream about the next day. Monday, 7 June 2010. Stuart just sent an email through detailing his adventure's in the US, sadly I can't share any of that here. Sounds like he's had quite a ride. Anyways, an interview he mentioned doing is up: http:/ www.joystiq.com/2010/06/04/interview-bodycount-creative-director-stuart-black/. Posted by @ Nightshape/@. So We announced, it's been a long time, and actually lots of great stuff should be coming up with E3 round the corner.

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