A thorough tutorial on the use of registers for AGAL shaders. How to go about setting their values and accessing them in the shader.
Author Archives: Sam Driver
Accelerated Particle Effects
Simple Annotated Example of Stage3D
Stage3D Shader Cheatsheet
A quick reference for working with AGAL, the new shader language for use with Stage3D introduced with Flash Player 11.
Normal Mapped Lighting in a Game
2D Shadow Effects
Introduction to Pixel Bender in Flash
A quite detailed tutorial on creating custom shaders in Pixel Bender and using them in your Flash projects.
Testing out Pixel Bender
A Bitwise Method For Applying Tilemaps
A technique for automatically selecting the correct tile from a tilemap.
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Procedural Progression
The outline for a method to incorporate lock-and-key style progression in a generated game world.
Fez Rip-off
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.
On the Intelligence of Maggots
An explanation of the path-finding system used in Maggot Blaster, and how it was used for more than finding paths.
Simple Procedural Building Generation
Outlining a technique to rapidly generate top-down buildings, with a focus on their use as gameplay elements.
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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. Continue reading “Maggot Blaster 500” »












