Posts in Code

Deferred Rendering Shadow Artifact

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 »

Writing a Converter for the GLEED2D Level Editor

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 »