February 28 10
Pixel Bender doesn’t always play quite right with Flash. I’m attempting to build up a list of just how it behaves oddly.
February 11 10
A warning of a bug in Flash’s handling of asynchronous ShaderJobs.
January 27 10
Just a quick demo of realtime normal mapping made possible with Pixel Bender.
October 5 09
I’ve been working on procedurally generating a structured game world. Here I outline the principles of the method I’m using.
September 17 09
Maggot Blaster found a sponsor on Monday, and now it is released! Check it out. I hope you like it.
August 30 09
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.
August 8 09
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.
August 7 09
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.