Blog Archives

Time of day with light shafts

Now the world has a proper time of day system. Enemies will react differently at during different hours.

Posted in Game Development

Occluders be occluding? Not on my watch.

Occluders are now fading out properly when you walk in front of them.

Posted in Game Development

Why use real lights when you can fake it with vertex colours?

A vertex lighting system I’m working on for a performance sensitive mobile game. It can bake any number of lights without a performance hit, and real time updating is very fast as long as the models are low poly.

Posted in Game Development

Rocky particles

The rocks chunk particles use the colour of the ground.

Posted in Game Development

Waterfall

Water shader now supports waterfalls, flowing rivers and rippling water.

Posted in Game Development

Water Shader

Testing a Water Shader with a procedural shoreline.

Posted in Game Development

Naughty Bricks

Naughty Bricks

Here are some Work In Progress screenshots of the first game I’ve had a crack at making. NAUGHTY BRICKS! (they are bricks and they are naughty, but not in a sexy way, unless you’re into that kind of thing).┬áHaving no

Posted in Blah blah, Game Development