Converting 3D assets from a cryptic bag of variable length indexes normally found in modeling packages into a streamlined collection of high performance vertex buffers has been around as long as 3D gaming has existed. The format in which data is stored in these packages seldom represent how we need to structure them for efficient rendering. Continue reading
Welcome, and follow me to the slow decent into career purgatory.
Over 3 years ago I took a huge gamble, I made a big change in my life. I convinced my employer to allow me to work remote, and uprooted what was the majority of my life in Florida to North Carolina. What is more important than the move however is perhaps the aftermath of that move. Continue reading
Transparency. It’s a funny word that means quite a few things based on context or subject matter. In either case however, there is one overwhelming theme through them all; it involves the ability to see through something. Whether this means the ability to see light pass through an object or see the truth on the other side, the idea of transparency sounds quite noble. This is exactly why I’ve started to ask myself if transparency is always the right choice, or more specifically; how important is transparency? Continue reading
As usual, here’s my late thoughts on a game most people have probably played and sold back to GameStop by now. But maybe there is something worth reading still. Let’s find out.
If you haven’t noticed from the giant [Spoiler] tag in the headline, I’m not pulling punches in this discussion. If you read on and something is spoiled for you then you only have yourself to blame. And now, with that out of the way… Continue reading
I recently ran into a collection of old MP3′s I had sitting on a hard drive long forgotten. It was a gold mine of classics that were popular even long before I was born. It included classical music, blues, swing, folk, and more. I had forgotten about it and it laid there for years, through all of my hardware transitions, waiting to be rediscovered. Continue reading
Doom3 was a really dark game. I saw some interesting tweaks inside of the main shader that made me ask the question, “Did it have to be so dark?”
There was a fairly strict directive of no more than 2 lights touching each other, otherwise the lights had to be very small. Size mattered when it came to lights. The larger a light source was, the more pixels it would fill on the screen. Between the dynamic lighting and the stencil shadow rendering, PC’s of the day were crying in their diapers. Continue reading
Though I’m in no position to tell you what to do with your life I do hopefully have a couple notes to consider along your career path. Continue reading
After 10+ years of blogging as Inland Studios, let’s start over; shall we?
An archive of my rants and raves of the past 5 or so years can be found here …