Separable lighting

So I want to talk briefly about lighting.

The classic method of illumination in games involved adding up all the lighting affecting a point, which gives you an RGB value. For static lighting, you either add this up per-vertex, or maybe per-pixel in a lightmap, and store it out somewhere. The trouble with this kind of approach is that the lighting value is a fixed color, which prevents you from doing things like realtime time-of-day stuff, or flickering lights, or dynamic shadowing, or whatever.

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— Kayamon

Thursday June 11, 2009

Welding vertices

To summarise the problem – welding vertices means you want to find all pairs of vertices with N distance of each other, and join them into one. There’s many uses for this kind of stuff.

The trouble is you often see it implemented using a O(n^2) algorithm, like such –

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— Kayamon

Monday April 27, 2009

Waxeye

Waxeye is a simple scannerless parser generator.

I’m uploading some Win32 binaries for it, as it was a bit annoying to have to build it from source. Hopefully someone else may find this helpful.

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— Kayamon

Tuesday March 31, 2009

Yes, we have threading!

At long last, with many thanks to the wonderful efforts of Dan Engelbrecht, we finally have support for profiling programs with more than one thread.

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— Kayamon

Wednesday March 25, 2009

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