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Oraqia: Games and Technology | Developing better experiences

Developing better experiences

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Developing better experiences

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1

Building a game from the ground up – the first step | Oraqia: Games and Technology

https://oraqia.wordpress.com/2014/07/04/building-a-game-from-the-ground-up/comment-page-1

Oraqia: Games and Technology. July 4, 2014. Building a game from the ground up – the first step. Think about creating your game. Where does/did it start? Where are you now in the process? What is the next step you want to take to improve it, and what is the next step that. Be taken to progress? As these questions come in, a pattern tends to emerge. Planning. As obvious of a concept planning is, it tends to be forgotten. If writing a GDD or TDD seems tedious (G-dious? Making Koushi Kanji more applicable.

2

Procedural Animations with IK | Oraqia: Games and Technology

https://oraqia.wordpress.com/2014/07/01/procedural-animations-with-ik

Oraqia: Games and Technology. July 1, 2014. Procedural Animations with IK. Every once in awhile I’ll see something online that is really impressive and want to replicate it myself. This time it was David Rosen’s brilliant approach at procedural animation that he wrote for Overgrowth. He did a presentation at GDC 2014, and you can check out the video here. As he explains in the video, he only uses 13 frames to generate very believable animations for a multitude of situations. I had to try it myself. Reali...

3

Building a game from the ground up – the first step | Oraqia: Games and Technology

https://oraqia.wordpress.com/2014/07/04/building-a-game-from-the-ground-up

Oraqia: Games and Technology. July 4, 2014. Building a game from the ground up – the first step. Think about creating your game. Where does/did it start? Where are you now in the process? What is the next step you want to take to improve it, and what is the next step that. Be taken to progress? As these questions come in, a pattern tends to emerge. Planning. As obvious of a concept planning is, it tends to be forgotten. If writing a GDD or TDD seems tedious (G-dious? Making Koushi Kanji more applicable.

4

Oraqia: Games and Technology | Developing better experiences | Page 2

https://oraqia.wordpress.com/page/2

Oraqia: Games and Technology. July 1, 2014. Marching Cubes Liquid Rendering as a Compute Shader. Last week I overheard a conversation in the office about Unity 4’s support for Compute Shaders in DX11. Since our game would be using a similar platform, I thought I would see what was possible with this new technology. Step Two: Enter Compute Shaders. What data could live in the shader and what needed to be sent in a buffer? How would I draw an indefinite number of primitives every frame? Combining the Compu...

5

Core engine, game engine, game code | Oraqia: Games and Technology

https://oraqia.wordpress.com/2014/07/02/core-engine-game-engine-game-code

Oraqia: Games and Technology. July 2, 2014. Core engine, game engine, game code. Look at all of those fun projects nested inside that one big engine folder. They look so cozy, being best of friends. They like to share their toys: rendering libraries, data structures, and memory footprints, etc. I want to look at how different aspects of this setup are good and bad, and maybe some ways to mitigate problems moving forward. When did I start getting LIBMSC conflicts with Debug DLL linkage? Core engine compon...

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Oraqia: Games and Technology | Developing better experiences

Oraqia: Games and Technology. December 17, 2014. Create an Actraiser-style Simulation game: Part 1. I’ve been a big fan of simulation games my entire life. Sim City, Roller Coaster Tycoon, The Sims, Actraiser, and to a different extent even Starcraft or Ages of Empires. Naturally I’d find myself wanting to create one to pay tribute to such great experiences I’d grown to love. Yes, there is an action-game component to Actraiser, and depending on how well the simulation programming goes, I’d like to ...

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