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Geometry Clipmaps Revisited - Gamedev
2018.08.25 18:47:50
A while back I wrote a bit about my adventures with a game engine technique called Geometry Clipmaps and my difficulties in implementing them. After spending what was supposed to be a week wherein I create a game fixing and completing an implementation of the Clipmaps instead, I think I'm now ready to talk about it. I'll also try to answer the questions I posed in the previous entry.
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Winding Down - Confession 81
2018.08.17 13:37:11
After an excruciating two months of impending exam, I now finally have proper holidays; time during which I don't need to do anything in particular. No deadlines, no requirements. And yet, I can't seem to relax. Why?
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Where's the Pressure Coming From - Confession 80
2018.06.05 20:10:19
Man, it's been a good while since I sat down and wrote one of these whine entries. Well, I guess it's time again. It being such a long time since I last had to write about something like this naturally seems like a good thing, but I think matters are a bit more complicated than that. I suppose I should elaborate on that.
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Geometry Clipmaps - Gamedev
2018.03.11 15:30:43
A while back I attempted to implement a technique called Geometry Clipmaps in Trial. This technique is used to stream in terrain data for scenery where the terrain is far too large to be stored in memory all at once, let alone be rendered at full resolution. In this entry I'll go over the idea of the technique and the problems I had implementing it.
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Pipeline Allocation - Gamedev
2018.03.03 11:52:33
This is a follow-up to my previous entry, where I talked about the shader pipeline system. However, I specifically excluded the way resources for shaders are allocated in that article. We'll get to that now, since I finally got around to rewriting that part of the engine to be more complete.
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Shader Pipelines and Effects - Gamedev
2018.02.07 23:34:00
In the last entry I talked about Trial's way of handling shaders and how they are integrated into the object system to allow inheritance and composition. This time we'll take a look at how that system is extended to allow entire pipelines of effects and rendering systems.
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Integrating Shaders and Objects - Gamedev
2018.02.02 10:22:20
In this entry I'll describe the way in which shaders are integrated into the object system in Trial. It serves as a predecessor to the next entry, which will be about shader pipelines.
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Assets, Resources, and Loaders - Gamedev
2018.02.01 00:23:38
Welcome to a new article series! I've decided to try to record my thoughts on various matters about game development. This will include observations, discoveries, explanations of existing systems, and proposals for improvements in related projects. Most of this will be directly related to Shirakumo's game engine Trial and the Treehouse gamedev streams. This first entry is a proposal for a new resource management system in Trial.
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Onesies in Repose 2017 - Confession 79
2017.12.31 11:03:54
Well, it looks like 2017 is just about over. I thought it might be a nice opportunity to look back on the drawings I've made throughout the year and have a little discussion about it. This year has been especially tough on me and for long stretches of time I could not get myself to draw anything at all for a lack of motivation, inspiration, and confidence in general. And so in this article I'll talk a bit about a few pieces I found notable in an effort to see if there's anything obvious that could help me get along better in the next year.
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Thoughts on Build Systems - Confession 78
2017.11.20 15:12:25
In an effort to write some more articles I thought I might as well write one where I lay down my current thoughts on build systems. I've been thinking about writing my own for a good while now, and there's a few conclusions I've come to. I expect that these thoughts will eventually crystallise into a new general build system in Lisp.
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Harmony - Confession 77
2017.11.15 15:56:28
This is a blog entry about Shirakumo's sound system Harmony. While Harmony was released some months back, I spent the last few weeks rewriting large parts of it from the ground up, and I think it's worth it to write a short article describing how it's built and what you can do with it. So, if you're interested in doing sound processing and playback in Lisp, this is for you.
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Project Listing - Confession 76
2017.10.07 14:57:27
This is a listing of projects that I've started, some of which I've completed. The intent is to spread awareness about the work I've done, as I speculate that a lot of people don't know about most of it, even though it might prove useful to their own projects. So, hopefully this article will help a bit in that regard.
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Portacle Release - Confession 75
2017.09.07 16:06:56
I've written about Portacle on a previous occasion, where I talked mostly about the issues I've faced. This time, however, I'm excited to announce that Portacle has finally reached version 1.0. This means that there are no obvious remaining issues that I am aware of. Everything should Just Work™.
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Off the Cliff and on into the Abyss - Confession 74
2017.06.26 21:45:36
I'm not sure how far back it goes exactly, but I think it's been now about a year or more since I started doubting my skills heavily. More heavily than usual. Anything I attempt to do either slips out of my hands and ends up a shoddy mess, and even if it doesn't it feels like a flimsy rehash of something I've already done before. There's no improvement to be seen, no end in sight, no goal reached.
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Trial “Study Session” Next Saturday, 17th of June
2017.06.10 08:10:31
Next Saturday, the 17th of June, there is going to be a live “study session” about Shirakumo's game engine Trial. The intention of this event is to get people acquainted with the internal structure and features of Trial, so that they may work on it by themselves, and thus help improve it in the future.
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Radiance Release - Confession 73
2017.04.07 09:11:04
Right now I'm at Brussels Airport, waiting for my departing flight back to Zürich. The 10th European Lisp Symposium is over, and I got to have my first “real” talk at it. It was, as you might guess, about Radiance and some of the core concepts behind the project. With that, I think it is finally time to announce Radiance's proper release into the wild!
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A Hot Day - Story Time
2017.03.18 17:08:28The scorching earth. Forests set ablaze, cities drowned in a fiery inferno. Anna would probably call that an exaggeration, but Monika thought it was a pretty apt description of the weather right now. It was the middle of Summer, and the world wanted everyone to know it. Temperatures were through the roof and drought had set in in a few places. Monika sat in the living room, staring out onto the fields in front of their house. The windows were wide open, but not a single gust of wind blew through them. Monika thought she could hear the hot air simmering under the burning sun, but that might have just been her imagination again. There wasn't really any particular sound, just this strange kind of general noise that lets you know it's summer, permeating through everything.
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Portacle - Adventures in Cross-Platform Deployment - Confession 72
2017.02.22 18:58:29
As announced in my previous post, I've decided to do a write-up that illustrates my adventures in developing Portacle, a cross-platform, portable, installer-less, self-contained Common Lisp development environment.
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It's Been So Long - Confession 71
2017.02.09 23:56:12
It's been a good while since I last wrote an entry. I didn't write anything all January for a multitude of reasons, at the forefront being that it was exam season again. That's over with now, fortunately, so I do have some more time on my hands to goof off. Unfortunately though, I only have one more week left of this precious “free” time before university strikes me in the back again. I best use it wisely.
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A Mistake - Story Time
2016.12.04 00:47:22“Haaah,” Monika sighed in relief as she threw herself onto her desk chair. Her contract work was finally complete and sent out. The past few days had been a bit of a rush because of that, the deadlines always looming over her. Now that it was all over with, she had earned herself some peace and quiet. Maybe she could even read a book again for once.
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Radiance - An Overview - Confession 70
2016.10.30 15:11:09
It's been a good while since I last worked on Radiance. Unfortunately I can't claim that this was because Radiance was completely finished, quite far from it to be truthful. However, it has been stable and running well enough that I didn't have to tend to it either. In fact, you're reading this entry on a site served by Radiance right now. Either way, thanks to some nudging by my good friend Janne, I've now returned to it.
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Anna: The Argument - Story Time
2016.10.15 14:44:39Anna leaned back in her chair, shielding her eyes with a hand as she cast them up to the sky. It was a fine day in June, with only wisps of cloud between her and the glare of the sun. Not for the first time, she regretted not having brought any sunglasses with her, odd with her smart pinstripe grey jacket and matching trousers as they might have looked. She’d added a splash of colour with a pink blouse. Denner were an important client, so she’d wanted to make a good impression, as always. But it somehow didn’t seem right for a designer not to have a little something about them.
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Evening - Confession 69
2016.10.05 22:07:39Monika stared out of the window. The bright light from inside made it practically impossible to make out any distinguishing features in the dark outside. She was close enough to the glass that her breath created a circle of fog every time she breathed. Small pearls of water would form from it and slowly make their way down onto the windowsill. Monika sniffled and then sneezed.
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Where to Go - Confession 68
2016.10.05 20:57:54
Well, here we are. Here we are again. About three weeks ago another semester of university began for me. Since then I've been feeling a lack of interest and motivation in most things. None of the projects that are open right now seem inviting or exciting to me, and I don't know what to do.
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Ludum Dare 36 & Lisp Application Programming - Confession 68
2016.08.30 21:53:45
With just about one hour and a half to spare we managed to submit our entry for Ludum Dare 36. Ludum Dare is a regularly occurring, fairly well-known game jam the idea of which is to create a game from scratch in 48 hours by yourself or 72 hours in a team. Given that, unlike last time we tried to participate we actually managed to finish making something that resembles a game, I think it's worth noting what my experience was as well as my general thoughts on game programming in Lisp.