Micropost: Cave mushrooms

Pixel mushrooms in a few different color combinations:           Mushrooms in level:      

2D Sprite Reflections

First post in a year! So much for me writing more regularly on this blog I guess… on a more positive note, I have been making steady progress on a game. The concept has shifted quite a bit from where I started off last year, but I guess that was to be expected during the…Read moreRead more

Making Waves

This one took me longer than expected – my previous experiments with terrain rendering simply used a flat blue surface surrounding the land mass to model water, and I had wanted to implement a system to render water for a while now. I knew that there was an article describing a sample implementation in the…Read moreRead more

Sky Rendering

Moving on from techniques for generating terrain for now, I started looking at how to generate a background for my rendered scene. So far I had been using a solid background color but I wanted something more interesting. Since the scene background in a typical game will obstructed in many places, most game engines do…Read moreRead more

Down the rabbit hole

After completing my foray into terrain rendering progress on building a 3D engine has been slower than I had anticipated. This was in part due to me traveling for a bit, but was mainly caused by finding out once more that there are many layers of complexity involved with this undertaking. Usually, when trying to…Read moreRead more

Terrain Rendering

The last few weeks have been busy: I’ve been working on a prototype for rendering a 3D landscape. One of the key aspects of the game that I’m working on is the deity-like ability of the player to manipulate the game world. The game engine will need to support real-time dynamic transformations like raising and…Read moreRead more

Javascript Canvas Raytracer

Check out this demo I’ve been working on in my free time over the past months. It’s a simple ray tracing engine written in Javascript using the HTML5 canvas element. I’m considering adding support for multiple threads in the future to improve the rendering speed, but the basic rendering is now implemented.