Bresenham’s line algorithm has become popular for use in calculating line of sight for grid-based games, a use it was never intended for. Let’s examine if that’s a good idea.
Continue reading “Bresenham or Raycasts for Line of Sight” »
Let’s take an agonising look at a solo project that didn’t work out and try to learn from it.
Continue reading “The Unlife of a Project” »
In the far distant past of last October I showed a little Stage3D accelerated particle system. Displaying a fantastic rate of progress I’ve made the same thing again, but this time it’s better, and uses HaXe.
Continue reading “Particles Redux” »
Not (yet) a tutorial this time, just the demonstration of a GPU-based particle system and a glimpse at the advantages of hardware acceleration.
Continue reading “Accelerated Particle Effects” »
The outline for a method to incorporate lock-and-key style progression in a generated game world.
Continue reading “Procedural Progression” »
An explanation of the path-finding system used in Maggot Blaster, and how it was used for more than finding paths.
Continue reading “On the Intelligence of Maggots” »
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” »