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BTH / Digitala medier
Recent Posts
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Deferred Rendering + SSAO
My implementation of Screen-Spaced Ambient Occlusion and Deferred Rendering in DirectX 10, next is Light-Indexed Deferred Rendering!
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Gravehold Screenshots
I never really got around to upload any screenshots of Gravehold – so here they are!
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New Gravehold Trailer
We finally go around to make another one since it’s mandatory when submitting your game to the Swedish Game Awards! Gravehold växer vidare @ BleUppInd
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Gravehold & UDK
For the last couple of months me and three friends have been working on game in Unreal Development Kit (UDK). The concept is quite simple; the player takes the role…
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Update!
It has been too long since I last updated this blog, mostly because I have not had much spare time. So what have I been up to? I am current…
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Ogre3D + PhysX
This is a project I have been looking forward too. I implemented PhysX in both DirectX 10 and Ogre3D and did basic collisions, cooking and simulation of cloth and water.
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HDR & Bloom
Simulated bloom and high dynamic range when an object intersects the sun / light.
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Reflection, Refraction and Distortion
This demo simulates three types of effects accomplished by sampling the background and using different functions to distort the final result. Reflection: Shows the environment facing the object. Refraction: Shows…
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Shadow mapping
By using the lights view and projection matrixes we render a depth map which we can later use to check if the lights reaches it’s destination or if something is…
Old Posts
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HLSL
Phong shading
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AI
A small evolution application with flocking
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A*
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Path finding using Way Points
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Wall tracing
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State Machine
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