Not (yet) a tutorial this time, just the demonstration of a GPU-based particle system and a glimpse at the advantages of hardware acceleration.
Category Archives: Development
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Normal Mapped Lighting in a Game
Testing out Pixel Bender
Procedural Progression
The outline for a method to incorporate lock-and-key style progression in a generated game world.
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.
Continue reading “Simple Procedural Building Generation” »
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” »





