Stepping through the process of creating a realtime median filter shader for Stage3d that pushes affectionately against the platform’s limits.
A collection of the most useful Stage3D links I’ve come across.
A thorough tutorial on the use of registers for AGAL shaders. How to go about setting their values and accessing them in the shader.
A quick reference for working with AGAL, the new shader language for use with Stage3D introduced with Flash Player 11.
A quite detailed tutorial on creating custom shaders in Pixel Bender and using them in your Flash projects.
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.
An explanation of the path-finding system used in Maggot Blaster, and how it was used for more than finding paths.
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” »