In my last post about terminal, I covered a few basic techniques to really amplify your abilities in the bash prompt. Solid! Customizing the prompt, creating aliases, and the super handy “double bang” have held their own for quite some time. Yet I find there are some things missing from the experience that really keep it from being enjoyable. Read more »
Articles and posts about my coding escapades, game development, and other assorted ideas.
Terminal plays a huge part in doing any sort of web development on a mac or linux-based environment. Whether you are using package managers, custom build processes, or just using it for minor things here and there, it could seem like a necessary annoyance. Fortunately, there are plenty of ways you can increase your productivity and improve your terminal experience. Read more »
In most isometric-esque RTS-style game views, sometimes pesky walls can pop into view, hindering the player’s connection with the protagonist. This isn’t good but is easily solvable with many different solutions. One, highlight the player’s outline when it is behind objects. Two, hide the interfering objects. Three, masking shaders to overlay over the screen. There are, of course, many other solutions, but I’ll only explore these in this post through the use of Unity.
Bones is an awesome HTML5 responsive blank template for WordPress blogs. It makes excellent use of LESSCSS, 320-and-up, and the power of WordPress. Well organized with plenty of starter files for you to tweak, Bones makes it a breeze to theme your blog and get the results you always dreamed of. This will be more of an overview of the features and how to get going.
I really enjoy all aspects of game development. From building the tools to designing the story, each aspect of the process plays an important role in the final product. When I used to develop mainly in Flash, game engines were primarily focused on managing assets, levels, and 2d physics. Now, however, it’s more alluring to add in that 3rd dimension. Read more »
I am currently in the process of writing a Deferred Rendering engine in XNA, compiled from a bunch of sources online. One source, The Cansin’s deferred rendering engine tutorial, supplied a good algorithm for calculating the shadow factor in generating the light map. Turns out, used in it’s raw form, the calculation generated some strange shadow anomalies. Read more »
Working on a prototype means that if you can cut corners, you totally should. The goal of the prototype is to get a better understanding of your game while creating something that others can experience. For science. Creating maps for your game shouldn’t get in the way of actually making a compelling experience, and cutting corners here can be tough to pull off. Read more »