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Dev update #1

cewxel January 22, 2018

First dev update, with a few videos showing the game running!

From last month the main updates have been relating to:

  • Added game states flow and game views (main menu, in game, paused...)
  • Splash screens when starting the game
  • Linux support as been added and now properly works
  • Main menu design, straightforward and simple for now

  • First game logic resolution of the tile puzzles is now working with an initial difficulty (tiles can only go in one direction)

  • A more advanced game logic where the tiles can be rotated on themselves and also rotate around the initial block of tiles, still experimenting with this feature, which might be split to increment difficulty progressively

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A practical shadow mapping pipeline

cewxel December 7, 2017

Shadow mapping is a well known technique which was first introduced in 1978 by Lance Williams.

It has evolved since then to a lot of different variations and tweaks to be able to run at interactive frame rates, even though the foundation of the technique remains the same:

[ul]

  • 1. Capture a depth buffer from the light point of view (commonly called a shadow map). The projection used in this step is important as it will influence the type of light you want to represent; a directional light is represented as a cuboid since all casted rays from the light are parallel, so the orthographic projection works for that matter, for a point light either one or several perspective projections can be used to represent all directions the point light is casting to.
  • [li]2. For each fragment in the current point of view, transform it to light space coordinates (this step can be quite tedious as you would need to be cautious about the matrix math involved) and transform the light space c

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