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About Making Games in Lisp - Gamedev
2018.12.08 10:58:19
Recently there's been a bit of a storm brewing about a rather opinionated article about game development with Lisp. After reading Chris Bagley's very well done response, I thought I'd share my perspective on what it's like to actually make games with Lisp. I'm not writing this with the intent on convincing you of any particular arguments, but rather to give some insight into my process and what the difficulties and advantages are.
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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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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.