Archive for May, 2004

w.bloggar

Friday, May 28th, 2004

This is my first post with w.bloggar. The user interface is pretty clean, and setting up the account to work with wordpress was easy enough (hint: wordpress was called b2 in a previous version.)
Assuming this post works I’ll probably use w.bloggar for now on simply because it has spellcheck.

DeathMatch DAV, the game

Monday, May 24th, 2004

This is the first non-trival 3d game that I stuck with until completion. It was developed by myself and 3 teamates for our final project in CSE472 at Michigan State University. It’s a 2 player, turn based, 3d, tankwars style game. The idea is to run around the field picking up items and […]

skinning

Friday, May 21st, 2004

Here’s a powerpoint presentation I gave about skeletal animation and skinning at a Spartasoft meeting last semester. Spartasoft is a student organization, at Michigan State University, dedicated to game development. Along with the presentation, I developed 3 demos, here, here and here, that show off what I was talking about. The source […]

keyframe andimation model tool

Friday, May 21st, 2004

This one is a tool I planned on using for a 3d sidescroller game I was hoping to make. Too bad school started up again and the project died. The tool lets you define how to combine a series of static pose models into anmations using an XML file. The tool […]

feeback!!!

Tuesday, May 18th, 2004

This is an interesting effect I made using the render-to-texture feature of DX9 from a C# app.
I did the effect by rendering a texture mapped sphere into a texture, and then rendered that texture into another texture (with a scale+rotation), and then rendering that texture onto the screen. Each frame I would alternate the […]

bouncy ball collision demo

Tuesday, May 18th, 2004

This is another small demo I wrote in C#. It shows how to do 2d collision detection/responce for an ellipse vs. a set of lines. Hopefully one day I’ll get around to making a game that uses this collision code, but I tend not to finish game projects so dont hold your breath. […]

relection, refraction and no more spheres

Monday, May 17th, 2004

Didn’t like my floating reflective spheres? Maybe this will catch your interest. It started out as a lab for CSE472 (at Michigan State University), but eventually evolved into my second project for this class. It supports triangle primatives, reflections, refaction, shadows, muliple lights, textures, volumetric fog, anti-aliasing, and chromatic aberation.

attack of the spheres

Monday, May 17th, 2004

This is a VERY simple raytracer that I made last year. It’s not fast, sexy, or even complicated. It is a good example of the basic concepts behind a raytracer. It supports only sphere primatives, with muliple lights casting shadows, and an extremely simple color model. The source code is provided […]

explore a fractal world

Monday, May 17th, 2004

Here’s a little program I made to display mandelbrot fractal images. I didn’t do any optimizations to make it run realtime so you’ll need a fast computer or a lot of spare time. Yet, the images produced are worth the wait in my opinion. If you click on the image it will […]

new blog software, starting over

Monday, May 17th, 2004

ok, so originally I installed bblog because i wanted to be different. now i realize that different doesn’t equal good. bBlog isn’t horrible, but it could be much better. Hopefully WordPress will be much better. Luckly, I didn’t have a lot of content yet, so it was no big loss. […]