Category Archives: Development

Pixel Bender’s Eccentricities

Pixel Bender doesn’t always play quite right with Flash.  I’m attempting to build up a list of just how it behaves oddly.

Asynchronous ShaderJobs are Murderers

A warning of a bug in Flash’s handling of asynchronous ShaderJobs.

Testing out Pixel Bender

Just a quick demo of realtime normal mapping made possible with Pixel Bender.

The Start of a Graph

I’ve been working on procedurally generating a structured game world. Here I outline the principles of the method I’m using.

Maggot Blaster 500 Released

Maggot Blaster found a sponsor on Monday, and now it is released! Check it out.  I hope you like it.

On the Intelligence of Maggots

The pathfinding AI for Maggot Blaster 500 turned out to be the soul of the game. For this post I’ll describe how it works, and how it was used for more than expected.

Simple Procedural Building Generation

Each time a level is begun in Maggot Blaster, the map is freshly generated.   In this post I will outline how the game achieves rapid procedural generation of buildings that enhance the game mechanics.

Maggot Blaster 500

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, and some screenshots to give you a taste.