Recent Posts
  • My implementation of Screen-Spaced Ambient Occlusion and Deferred Rendering in DirectX 10, next is Light-Indexed Deferred Rendering!

    Deferred Rendering + SSAO

    My implementation of Screen-Spaced Ambient Occlusion and Deferred Rendering in DirectX 10, next is Light-Indexed Deferred Rendering!

  • I never really got around to upload any screenshots of Gravehold – so here they are!

    Gravehold Screenshots

    I never really got around to upload any screenshots of Gravehold – so here they are!

  • 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

    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

  • 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...

    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…

  • 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...

    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…

  • 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.

    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.

  • Simulated bloom and high dynamic range when an object intersects the sun / light.

    HDR & Bloom

    Simulated bloom and high dynamic range when an object intersects the sun / light.

  • 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...

    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…

  • 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...

    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