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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).
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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
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
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 ...
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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
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
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
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
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...