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Smooth lighting

Posted on January 1, 2013 by Evan Reidland

I just got smooth lighting working. Also: I need to make a video of the new vertex shader.

screenshot9

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Shaders.

Posted on December 31, 2012 by Evan Reidland

I’ve started experimenting with GLSL so that I can try some fancy things. But for now: sine-colored cubes!
screenshot7

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Lighting

Posted on December 29, 2012 by Evan Reidland

And now lighting is working. Next up: Smooth lighting and physics.

screenshot5screenshot3

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C++ voxel game project

Posted on December 28, 2012 by Evan Reidland

I just got basic rendering working! Yay. Time to do generation and lighting tomorrow.
screenshot1

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Rocket Wizard

Posted on November 21, 2012 by Evan Reidland

I’m doing some experimenting with html5. I’m considering making an editor.

stuff.evanreidland.com/games/rocketwizard

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Path-finding

Posted on November 7, 2012 by Evan Reidland

Here’s my steps of developing path-finding to use for my eventual game.

One being first working test, and 5 being ready for implementation in the engine (with some added work.)

1.
2.
3.
4.
5.

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Terrain.

Posted on October 10, 2012 by Evan Reidland

Using Simplex Noise again.

I’m doing it wrong.

And now it works.

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Ship movement calculation.

Posted on July 31, 2012 by Evan Reidland

I’ve been experimenting with ship movement calculation, so have a screenshot.

Most of the changes I’ve made this month are not visual, so I haven’t had anything exciting to post. More to come as I get closer to something more like a game.

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Actions and projection matrix transformations.

Posted on July 18, 2012 by Evan Reidland

I love the feeling when pressing the “run” button and everything works. I’ll post details on this once I get some more progress, but for now, here’s a screenshot that made me happy.

 

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Networking basics.

Posted on July 9, 2012 by Evan Reidland

Yes, there is debug text, but that’s why it’s fun.

I have a client that I can connect to a server with and receive an accurate initial list of entities. Yay. Everything should progress faster from here.

 

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