slayemin's Journal

Profile
Seattle, Washington, USA
Indie Dev
363 comments
20 followers
89 entries
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slayemin
April 25, 2014
Thick line rendering revisited.
I realized that the thick line rendering I came up with in my previous post was deeply flawed. I had been drawing thick lines in 3D space but thinking in 2D. I had assumed that the normals for the thick lines would all be the same. Boy, was I wrong!

So, what I'm aiming to do is allow users (myself) …
2,346 views
slayemin
April 17, 2014
Lines with rounded corners
My girlfriend asked me today if I'm behind schedule on my game. I didn't really want to answer her, but she pointed out that I was planning on hiring an artist to work with me in December. It's long past December and I'm not really ready for an artist to come in and start making art assets. That's …
1,888 views
slayemin
March 26, 2014
Quads on the GPU using HLSL
Let me preface this entry by saying that I'm a newbie when it comes to HLSL and GPU rendering. This is mostly a cronological thought process of my research and development of my first GPU based primitive system.
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I've been working on creating a "primitive system", or as some peo…
4,501 views
slayemin
February 20, 2014
Refactoring and Mad Ramblings
A few weeks ago, I posted an article on OctTrees. I put two days worth of effort and time into creating it. It needed to satisfy my own criteria for what an adequate article on the topic should cover and how it should cover it. It was kind of fun to get the exposure and I'm happy with it, but I'm a…
1,919 views
slayemin
December 20, 2013
Projectile Motion
YEAH!!! I got it! I got my math down for projectile motion in 3D space and it works!

Alright, so, let me explain what I was trying to do and how I figured it out.

Problem description: I am a wizard standing at any given position in 3D space. This position is given by the coordinates X, Y, Z. I am lau…
11,308 views
slayemin
December 13, 2013
Forget about requirements -> design -> code?
I'm trying to work out how I want my spell system architecture to work. I always complain about other games having a really weak spell mechanics system. I think I stumbled onto an interesting idea for software engineering and I thought I'd share it.

In an ideal software engineering world, what shoul…
1,609 views
slayemin
November 25, 2013
Very Early Screenshots
I suppose I should post some screenshots to show what I've been working on.


Caption: This is my "debug mode" view of the game world. You're looking at a second camera, its view frustum, up direction, some hilly terrain, and a white c…
1,982 views
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slayemin
November 23, 2013
Nov 23rd, 2013
Alright, I've really been struggling.

I really need to focus and work a lot harder on my game. I started measuring my exact expenditures of time on a day to day basis and have found that I average about 3 hours of real work per day. It's no wonder my game is taking so long. What's the problem with m…
1,704 views
slayemin
October 01, 2013
Optimal Terrain Generation is a bitch
Well, this is my first journal entry. Before I get started in the technical aspects of game development, I feel I need to caveat myself to you. I am truly an idiot. I say that with full intellectual honesty & humility. I will make mistakes. Lots of them. And I will travel down a path which is a…
1,387 views
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