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Gish goes open-source

May 30th, 2010

As promised in the Humble Indie Bundle, the classic indie game starring your favorite 12-pound ball of tar, has now had its secret sauce released under the GNU General Public License. Ever wonder how Gish's famously fluid physics system was put together? Well now you can take a look for yourself. Alex Austin has just made the source code ...

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Early feedback

May 28th, 2010

One of the cool things about letting everyone know what we are working on is getting feedback right away. Getting early feedback is good for users since they let us know what they want, and it's good for us because it allows us to make a better game. When we released Alpha 80, some commenters pointed out that the ...

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Pathfinding with Detour

May 27th, 2010

A few days ago I posted that we've added automatic navigation meshes using Recast, and now I'd like to show some navigation paths using its companion library, Detour. These libraries come with some really nice-looking debug visualization utilities, so I thought I would show them off here. Here are a few quick pathfinding tests to see how Detour ...

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Guest Post On Pixel Art by Simon Cottee

May 26th, 2010

Hi, I’m Simon Cottee/Lavalevel. I’m not really sure how to present myself to you, being just a dude who does some stuff and got invited to write a guest blog by John. Let’s start with our assumption of why I was even asked. I recently made an 11-minute Pixel art documentary, which obviously deals with the ...

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Overgrowth Alpha 80

May 25th, 2010

Here is what is new in Overgrowth in the 80th weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are developing a massive video game from the ground up -- we are able to do this completely independently by accepting preorders for the game before it's ...

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Reviewing Sculptris

May 23rd, 2010

Today Sculptris, a new free 3D sculpting application, had it's 1.0 release. I had been hearing some good things about it (thanks Vrav!), so I took the occasion to try it out and provide my thoughts on it. Here is the trailer showing the program in action, with my thoughts below. Sculptris trailer (watch on YouTube) Things I ...

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Automatic navigation meshes

May 22nd, 2010

One of the hardest parts of developing character AI in 3D games is pathfinding -- making sure that they can figure out how to move from point A to point B in a believable way. This is almost impossible to do using raw rendering data (often referred to as "polygon soup"), because it has both too little and too much information ...

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