Friday, September 23, 2011
I’m continuing work on my lighting code for my voxel engine. I think the smooth lighting looks really nice, and I’ve improved performance greatly. Just a few more kinks to work out and I can move on.

I’m continuing work on my lighting code for my voxel engine. I think the smooth lighting looks really nice, and I’ve improved performance greatly. Just a few more kinks to work out and I can move on.

Tuesday, September 20, 2011
I finally finished up the dynamic lighting for my voxel engine. I still need to improve performance, but that’s for another day. Gotta enjoy the small victories.

I finally finished up the dynamic lighting for my voxel engine. I still need to improve performance, but that’s for another day. Gotta enjoy the small victories.

Thursday, September 15, 2011

Here is the latest and greatest in my voxel engine (soon to be actual game). In this video, I’m playing around with a sticky bomb launcher in my test world. I’ll make another video of the rocket launcher when I have a few minutes. Hopefully over the next couple weeks I’ll be able to integrate some basic enemies and turn this into a super fun game.

Thursday, September 1, 2011

I’m slowly making progress on my voxel engine, and I’m at the point where I am starting to make a game with it. This video shows one of my test levels being destroyed by a pretty powerful gun. This is all very much a work in progress still, but the ideas are starting to come together which is really awesome.

Monday, August 15, 2011
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I’m pretty pumped because I am almost done with my voxel object creator! Take a look at the short video below to see it in action.

I should point out that this is all done Unity 3D, and at some point I’ll write up some documentation on how it works.

Wednesday, August 10, 2011
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I wanted to show my progress on a voxel engine that I’ve been working on for the last few days. As of right now I can run a scene with 128x16x128 voxels at 60 fps, and I drop to about 30-35 fps when deforming the world. I still need to make some performance tweaks to not include faces in my mesh that aren’t visible.

Tonight, I got my shader working. Its basically a toon shader with vertex coloring. This one took me a while to figure out since I’ve never written a shader before tonight.

I made this little video to show how my voxel object creator is going. Its still incredibly basic, but you can add/remove voxels, choose their color, and manipulate the camera. No saving yet :(

Also, the image on the left that I was using as my basis is from http://www.flickr.com/photos/sevensheaven/sets/72157622506287150/

Sunday, June 26, 2011
This is a screenshot from a very early prototype of a game I’m working on. The pink things you see is the player. The saws are trying to kill the player, and doing quite a successful job in that picture. Each time the saw hits a piece of the player, the piece is split into 4 smaller pieces. They can split up to three times before they are destroyed for good. The player must guide his army of jellies to the end of the level before all the pieces are destroyed.

This is a screenshot from a very early prototype of a game I’m working on. The pink things you see is the player. The saws are trying to kill the player, and doing quite a successful job in that picture. Each time the saw hits a piece of the player, the piece is split into 4 smaller pieces. They can split up to three times before they are destroyed for good. The player must guide his army of jellies to the end of the level before all the pieces are destroyed.