Bresenham’s line algorithm has become popular for use in calculating line of sight for grid-based games, a use it was never intended for. Let’s examine if that’s a good idea.
Continue reading “Bresenham or Raycasts for Line of Sight” »
Let’s take an agonising look at a solo project that didn’t work out and try to learn from it.
Continue reading “The Unlife of a Project” »
Stepping through the process of creating a realtime median filter shader for Stage3d that pushes affectionately against the platform’s limits.
Continue reading “Making a Median Filter for Stage3d” »
A collection of the most useful Stage3D links I’ve come across.
Continue reading “Stage3D Resource Links” »
In the far distant past of last October I showed a little Stage3D accelerated particle system. Displaying a fantastic rate of progress I’ve made the same thing again, but this time it’s better, and uses HaXe.
Continue reading “Particles Redux” »
A thorough tutorial on the use of registers for AGAL shaders. How to go about setting their values and accessing them in the shader.
Continue reading “Dealing With AGAL Registers” »
Not (yet) a tutorial this time, just the demonstration of a GPU-based particle system and a glimpse at the advantages of hardware acceleration.
Continue reading “Accelerated Particle Effects” »
The first step is often the hardest. Here I provide a very simple example of rendering using Stage3D, complete with extensive comments.
Continue reading “Simple Annotated Example of Stage3D” »
A quick reference for working with AGAL, the new shader language for use with Stage3D introduced with Flash Player 11.
Continue reading “Stage3D Shader Cheatsheet” »
A quite detailed tutorial on creating custom shaders in Pixel Bender and using them in your Flash projects.
Continue reading “Introduction to Pixel Bender in Flash” »
A technique for automatically selecting the correct tile from a tilemap.
Continue reading “A Bitwise Method For Applying Tilemaps” »
The outline for a method to incorporate lock-and-key style progression in a generated game world.
Continue reading “Procedural Progression” »
There’s a lovely game that’s been in development by Polytron Corporation for a bit over two years now called Fez. What really captured my imagination was the basic mechanic of the game – so much so I tried copying it.
Continue reading “Fez Rip-off” »
An explanation of the path-finding system used in Maggot Blaster, and how it was used for more than finding paths.
Continue reading “On the Intelligence of Maggots” »
Outlining a technique to rapidly generate top-down buildings, with a focus on their use as gameplay elements.
Continue reading “Simple Procedural Building Generation” »
Maggot Blaster is now almost finished, just needing a little more testing before I start seeking a sponsorship deal ready for it to be released. This post gives a brief overview of the game. Continue reading “Maggot Blaster 500” »