ilfirin.wordpress.com
Projects | The curious blog of Benjamin Hanson
https://ilfirin.wordpress.com/projects
The curious blog of Benjamin Hanson. This project is a perfect example of the benefits of software done. Commerce Network is a product I created for a small Wilmington, NC – based company by the name of PrimeVendor Inc. This is another product I created for Prime Vendor. In Wilmington, NC in order to collect all the bid information offered by any government agency in the United States. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:.
risbrandt.blogspot.com
Ramblings in 3D (and other stuff): January 2008
http://risbrandt.blogspot.com/2008_01_01_archive.html
Ramblings in 3D (and other stuff). 3d coding and other geeky stuff! Thursday, January 10, 2008. I've finally started working on the engine after the holidays. I've done quite a lot of non graphic stuff. I've improved the engine code here and there and I've added picking for example. Point- and spotlights with gobos. All cast shadows and some use gobos. Subscribe to: Posts (Atom). View my complete profile. Ive finally started working on the engine after t.
risbrandt.blogspot.com
Ramblings in 3D (and other stuff)
http://risbrandt.blogspot.com/2008/02/tip-of-day-nope-no-engine-updates-today.html
Ramblings in 3D (and other stuff). 3d coding and other geeky stuff! Friday, February 22, 2008. Tip of the day. Nope, no engine updates today. Instead I'll give you a website recommendation. If you're a bit weird like me, that is, you rather read graphics papers than fiction before you go to sleep, you probably already have this one in your bookmarks. Keeps an index of all papers available online from every academic graphics conference worth it's name. Great link Jonas, already bookmarked it.
systematicgaming.wordpress.com
Game-Tool Communication | Systematic Gaming
https://systematicgaming.wordpress.com/2009/01/31/game-tool-communication
January 31, 2009. Filed under: game programming. 8212; Tags: console. 8212; systematicgaming @ 12:20 am. Modern games are extremely content heavy – most of the people on a game team are part of the art or design departments. The larger a the team get the greater the portion of content producers becomes, and the trend will only continue. So what does this have to do with game systems programming? There are basically two ways to accomplish this:. Direct integration of the game engine with the tool. Direct ...
systematicgaming.wordpress.com
Asset Management – Content | Systematic Gaming
https://systematicgaming.wordpress.com/2009/07/16/asset-management-content
July 16, 2009. Asset Management – Content. Filed under: asset management. 8212; Tags: asset management. 8212; systematicgaming @ 6:14 am. We’ve already looked at the runtime. Layers of asset management, now we’re ready to look at the most involved and complex layer – the content layer. This layer is all about how content creators use and interact with data and the game engine. The key components of this layer are:. Asset tracking and versioning. Tool integration and workflow. It lets us track bugs –...
systematicgaming.wordpress.com
Asset Management | Systematic Gaming
https://systematicgaming.wordpress.com/2009/06/24/asset-management
June 24, 2009. Filed under: asset management. 8212; Tags: asset management. 8212; systematicgaming @ 2:25 am. Modern games have gigabytes of data, and thousands of individual assets. Managing all this data well can be a very complex task, and impacts game development at all levels, from concept artist to low level bit-pushing coder. The next few articles will look at the issues of asset management in games. First we must clarify our goals with some simple definitions. What exactly is an asset. To conside...
systematicgaming.wordpress.com
Asset Management – Runtime | Systematic Gaming
https://systematicgaming.wordpress.com/2009/06/25/asset-management-runtime
June 25, 2009. Asset Management – Runtime. Filed under: asset management. 8212; Tags: asset management. 8212; systematicgaming @ 1:00 am. The runtime layer is the lowest level of asset management encompassing: file loading, reference counting, instancing and even procedural asset generation. To meaningfully discuss handling assets at runtime we’ll need to define the different types of assets. Here’s a few basic types of assets:. Only needs to be loaded once and can be shared trivially. Is an animated mod...
risbrandt.blogspot.com
Ramblings in 3D (and other stuff): October 2006
http://risbrandt.blogspot.com/2006_10_01_archive.html
Ramblings in 3D (and other stuff). 3d coding and other geeky stuff! Monday, October 23, 2006. Long time, no see. erhm. I haven't worked on the engine for quite some time now. I've had lots of other stuff to do. This semester I've taken a course in mobile computer graphics. A really great course that have given me a lot of useful knowledge about graphics hardware. In course we had to do a mobile game project using the M3G ( JSR. 184) Java API, and once again I teamed up with Jesper. Some are really cool!
risbrandt.blogspot.com
Ramblings in 3D (and other stuff)
http://risbrandt.blogspot.com/2008/02/dynamic-indirect-lighting-i-got.html
Ramblings in 3D (and other stuff). 3d coding and other geeky stuff! Friday, February 08, 2008. I got the indirect lighting to work correctly. There were some stupid bugs in my SH code. In the screenshots I use a 3x3x3 grid of sampling points (see last post) and one bonce of indirect light. There is also a (very) small constant ambient term so that no surfaces are completely black. Combined with SSAO it looks quite nice. Damn great the AO looks so clean! I also think about implementing AO in my engine.
risbrandt.blogspot.com
Ramblings in 3D (and other stuff): December 2007
http://risbrandt.blogspot.com/2007_12_01_archive.html
Ramblings in 3D (and other stuff). 3d coding and other geeky stuff! Monday, December 03, 2007. The power of vectorization. Since I have no new cool visuals to show, I'd thought I should blog about some random tech-topic. So lets talk about vectorization in shaders. Doing this in your HLSL code can improve the compiled code significantly. For example, a naive implementation of my bilateral boxfilter looks something like this:. Uv[i] = texCoord offsets[i];. D[i] = GB GetDepth(uv[i]);. Half wSum = 0;. Texld...
SOCIAL ENGAGEMENT