6 days ago
- Stay as small as you can (team)
- Pick something you can prototype
- Testing is the magic bullet
- Price is a solved problem
Summary:
- Pick a project; if its feasible than you can make a prototype; get as much feedback as possible and listen to it.
Aside:
- Liked seeing how simple of 3d models and animations they use when prototyping.
A game made by the Celeste developers in a week(ish, closer to 2)
- Shows their approach to building a 3D game without an engine, but with various tools
- Apparently they had/have little 3D experience!
- Inspiring as hell
Noel Berry talks about making games without an Engine. Not about making game engines either, but rather bringing in tools and frameworks (and creating them) to make what you want.
Continuous collision detection is needed when you have a fast moving object, say a bullet. Continuous collision detection is, in essence, “looking ahead” at where an object is going and seeing if there are any potential collisions (typically using a bounding box or simplified geometry to save on CPU power). If there are no potential collisions, all is well, and if there is a potential collision we can then calculate its outcome.
This paper presents a new algorithm for computing the hit point and normal of a ray and a general convex object, loosely based off GJK.
Supposedly XenoCollide is even easier to implement than GJK.
In 1988, three engineers came together and developed one of the most clever solutions to the problem of detecting when two complex objects collide. Their solution, the Gilbert Johnson Keerthi (GJK) algorithm, named after the authors, made an incredible impact in the fields of robotics, control, and computer graphics. This video is about understanding this ingenious algorithm from first principles.
Some notes and visualization of the GJK algorithm
Video about implementing the GJK algorithm for collision detection
Covers implementing the basics of simulating physics along with collision detection & response
Tangent space is often presented as a confusing block of shader math. This is a deep dive into what tangent vectors actually mean, how they emerge from UVs to bridge 2D and 3D space, and the geometry that makes normal mapping possible.
An explanation of how Quake, and other games like it, use BSP Trees to stop the player from walking through walls and falling through the ground.
A paper covering a data structure called Semi-Adjusting BSP-tree, used for representing scenes composed of thousands of moving objects.
23 Jan 26
12 Jan 26
BeepBox is an online tool for sketching and sharing instrumental music.
LibreSprite is a free and open source program for creating and animating your sprites.
The Lospec Palette List is a database of palettes for pixel art. We include both palettes that originate from old hardware that could only display a few colors, as well as palettes created by pixel artists specifically for making art.