For a few months now we have been working on a new game for the iPhone. Although the main target iOS, I have been frequently making sure that the game works correctly on the Android, too, using the Android NDK. There was only one component that was missing for a long time – cURL on [...]
I recently discovered a very simple global illumination rendering technique called Path Tracing. It only takes a couple of lines of code and produces great images. When optimized, you can achieve almost real time performance, see WebGL implementation or just search YouTube for “real time path tracing”. You can check out my self-contained ActionScript 3 version put [...]
If I had to personify the Adobe Suite, I would say that each program is talented in it’s own way, but some are just not meant for college. Now, if Daddy Adobe and Momma Suite just had one child, maybe that child would get all the smarts and become the next President…
Currently, we are working on an iPhone game that will fundamentally feature an audio track scratching. We are using the BASS audio library (it seems that we should be able to use FMOD, too, since both libraries have almost identical functions) and a combination of Objective-C and C++.
Using matrix style grids, I experiment with creating grid based transition effects that emanate from the center of the screen.
One way to perform a perspective correct texture map is via an actual calculation of the z-value at every pixel of the triangle to be rendered. That made me wonder if someone has implemented a simultaneous texture mapping and z-buffer in Flash using Alchemy.
We are currently working on a platform game that will feature an occasional gravity flip. In some levels the effect will be accompanied by flipping the entire screen but in others it may be too distracting. For those levels we have to come up with other ways to convey that the gravity switched direction.
The task is simple: how to go about a motion blur of a fast-spinning OpenGL ES sphere on the iPhone? That is, how to achieve the following effect…
This article is part of a multi-part series on using FLEX builder for banner development. The article here represents a starting point for developing standard flash media with FLEX. In future articles we will look into rich media development, and how to integrate 3rd party api’s such as Doubleclick or Pointroll into your FLEX projects.
This is a follow-up to the first article about training creatures to walk using neural networks and genetic algorithms. The next creature I decided to train is a worm. Here’s the result (generation ~200).
