In The Games Of Madness
Wednesday, 24 November 2010

Tech Feature: Terrain textures

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I have finally finished the part of the terrain rendering that I spent most time researching and thinking about: texturing. This is a quite ...
16 comments:
Monday, 22 November 2010

How the player becomes the protagonist

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Introduction In Amnesia one of the main goals was for the player to become the protagonist. We wanted the player to think "I am" i...
26 comments:
Monday, 8 November 2010

Tech Feature: Noise and Fractals

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Introduction Now that I have a working algorithm for terrain rendering, I wanted to try making some of it procedurally. This would not be us...
8 comments:
Thursday, 4 November 2010

Tech Feature: Terrain geometry

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Introduction The past two weeks I have been working on terrain, and for two months or so before that I have (at irregular intervals) been re...
11 comments:
Friday, 29 October 2010

Halloween Tips. Sale and more!

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Now that northern hemisphere people move into darker times what can be better than to indulge in some horror! Read along to get some tips on...
35 comments:
Friday, 22 October 2010

Pre-pass lighting redux

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Introduction After writing the previous post on pre-pass lighting I started doing some tests, to see how it compares to the old deferred re...
9 comments:
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