Starting the new year by looking at prior years
January 1, 2011 - 8:01 pm by Megan Fox
So, as we enter a new year, I think of what I was working on a couple of years ago, around abouts 2008… Idyllon: I was the lead prototype developer on that project… well, the only developer, but hey, it was a startup It was to be a ground-breaking MMO with some interesting social mechanics, [...]
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Game Engines 101: The Entity/Component Model
December 8, 2010 - 4:05 pm by Megan Fox
There are many approaches to game engine design, and this is far from the best in all cases, but it is certainly the most common overall. Welcome to the wide world of component-based entities. First, let’s address the way most people fresh out of Data Structures, CS 101, etc think of game objects: class Engine [...]
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When noise shouldn’t be noisy
November 11, 2010 - 9:45 pm by Megan Fox
(there’s a video at the end, if you’re the sort to cut to the chase) Typically when we implement noise in graphics, we’re doing it to hide some too-accurate border or pattern, and we think “well, we’ll schmutz things up a bit” – and we reach for perlin noise, or maybe a gaussian blur, or [...]
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