Wolfire Blog


; Subscribe

Beginning User Interface

August 13th, 2005

I started on the UI for the in-game editor; so far it supports draggable floating or set windows with static text and buttons (working!). For comments, see the original thread.

Read more 0

Better Physics-Based Animation

August 10th, 2005

I spent a few hours today changing the stick figure guy to a rabbit by adding arms and ears and making him walk on his toes. Also added variable speed, and several other changes. For comments, see the original thread.

Read more 0

Physics-based animation

August 9th, 2005

Today I started working on procedural physics-based animation: the controls shift the character's center of mass, and his AI moves his legs to maintain balance. All or most of the Lugaru 2 animations will be using this same idea. Edit: Fixed gif link For comments, see the original thread.

Read more 0

Terrain Progress

August 2nd, 2005

I got texture layers working like in Lugaru, except with higher resolution textures. Here is snow terrain with two texture layers: Also I am starting on the grass technology: For comments, see the original thread.

Read more 0

Starting Terrain

August 1st, 2005

I have been spending most of my time setting up the Lugaru 2 project, but now I am focusing on programming again. I have basic terrain rendering implemented now, similar to Lugaru except smoother and higher resolution. Soon I will add more interesting effects like grass rendering and texture blending. For comments, see the original thread.

Read more 0

Starting Physics

June 30th, 2005

I just started working on physics expanding on the same general idea as the Lugaru physics engine; so far I have rigid constraints working, but nothing groundbreaking yet. Unfortunately physics are hard to demonstrate in screenshot form, but I will do my best. Here is Turner with per-vertex physics after falling a bit too hard: No modern game can compete ...

Read more 0

GLSL and Normal Mapping

June 28th, 2005

I redid my whole shader system to use GLSL instead of CG to save on function overhead, and added lighting optimizations and normal mapping. For comments, see the original thread.

Read more 0