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Blending Terrain Textures

One of the most common methods for texturing a height map terrain is with multiple tiling layers.  These texture layers are stacked on top of each other and blended together to create the final...

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Specular Color in Light Pre-pass Renderer

Light pre-pass and inferred lighting have some nice properties that make them popular alternatives to traditional deferred rendering. Like a deferred renderer, a light pre-pass renderer generates a...

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Eliminating Exporting in an Asset Pipeline

An asset (like a model) undergoes a number of steps from in the journey from an artist’s tool to real-time display in a game engine. These steps are known collectively as the asset pipeline. The...

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Error Checking with Dynamic Typing

One of the common complaints in our office about Lua is that the use of dynamic typing means that most problems in the code aren’t discovered until run-time. Since the types of variables isn’t known...

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Text pre-processing

Text pre-processing is a useful technique for adding features to systems that use text files as input. Probably the most common example of pre-processing is the C pre-processor. This is the mechanism...

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Lua ‘local’ performance

The ‘local’ keyword in Lua is used to restrict the visibility of a variable in the Lua compiler, however it also affects how the code is executed by the VM. Ultimately this can have a significant...

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First person view model rendering

In a first-person game, the player’s hand or weapon is often represented by a model called the “view model” in the terminology established by first-person shooters. One important consideration is that...

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Loose Grids

Spatial data structures are an important part of game engines, with uses in various systems such as collision detection, rendering and gameplay. Octrees, BSP trees and bounding volume hierarchies are...

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