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” »
Stepping through the process of creating a realtime median filter shader for Stage3d that pushes affectionately against the platform’s limits.
Continue reading “Making a Median Filter for Stage3d” »
A thorough tutorial on the use of registers for AGAL shaders. How to go about setting their values and accessing them in the shader.
Continue reading “Dealing With AGAL Registers” »
The first step is often the hardest. Here I provide a very simple example of rendering using Stage3D, complete with extensive comments.
Continue reading “Simple Annotated Example of Stage3D” »
A quick reference for working with AGAL, the new shader language for use with Stage3D introduced with Flash Player 11.
Continue reading “Stage3D Shader Cheatsheet” »
A quite detailed tutorial on creating custom shaders in Pixel Bender and using them in your Flash projects.
Continue reading “Introduction to Pixel Bender in Flash” »
A technique for automatically selecting the correct tile from a tilemap.
Continue reading “A Bitwise Method For Applying Tilemaps” »
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” »