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Guardians of Atlas - Rendering and Frame Breakdown

For the past few years at Artillery I've had the opportunity to lead the Rendering, Lighting and Post-Processing pipeline on Guardians of Atlas among many other projects. Here’s a quick overview of what a frame looks like in our compositor.

Head past after the break for more details on a couple of my favorite techniques I got to implement in Guardians of Atlas’ engine (warning: big images).

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HexGL, playable on Chrome for Android and FirefoxOS!

Yay!

This has been waiting on HexGL's git repo for too long. Now that WebGL is on by default on Chrome and a few Firefox OS devices are out in the wild, it's time for me to publicly release the mobile version of HexGL!

This edition features a mobile-optimized rendering pipeline, lower resolution assets and touch/motion controls

Links

Play it on your Android or Firefox OS device here via any WebGL-enabled mobile browser!

As for the source code, you can check it out on Github in the dev branch of HexGL's repo.

Notes

Please note that this version is highly experimental and might not work at all on certain device.

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Bringing high quality games to your browser w/ Artillery!

That's right, I'm now a full-time member of the Artillery Team, eager to push the limits of browser gaming farther every day. I've already spent the last 6 months there as a software engineer intern and WebGL afficionado, working on some sweet rendering techniques, shaping up our WebGL renderer and working on Project Atlas.

Project Atlas is a high quality RTS we've been working on with Day[9] that will use the power of HTLM5 and WebGL to provide a top-notch experience through our very own platform!

Today is the day we unveil our first platform video, showcasing what we've been working on so hard for the past months:

I hope you'll enjoy this video as much as we enjoyed working on it and the platform behind it. Stay tuned on Twitter: Mine, Artillery's and Day[9]'s.

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Shdr - Online GLSL shader editor, viewer and validator

Today I'm finally releasing Shdr, a side project I've been working on for a few months that has been sitting in my GitHub for a while.

Shdr is an online GLSL (ESSL) shader editor, viewer and validator written in CoffeeScript/WebGL that I decided to code while working on HexGL. Indeed, I've been looking for a tool to help me quickly iterate over shader development and didn't find any that would fit my needs.

Head past after the break for the full release notes, info and screenshots.

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Light baking and automatic UV unwrap with Max

Having a big mesh composed of a multitude of simple geometry shapes can be long and painful to map UVs for light baking and rendering advanced lighting into a texture can save up a lot of resources when rendering static meshes in real time.

In this tutorial, I'll show you how to automatically unwrap UVs and bake advanced and cost-heavy lighting components (Ambient Occlusion, Shadows, Caustics, Global illumination) into a lightmap texture using Max's RenderToTexture function for later use in a real time rendering pipeline.

Head past after the break to read the complete tutorial.

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Follow my progress at Belfort's StartupWeekend!

I'll be attending Belfort's StartupWeekend in a few hours.

I've decided to try and kind of "live blog" the event, by posting my impressions and progress as well as some pictures in this article as time goes by.

Be sure to check out this blog post regularly for updates during the weekend!

We did it!

That's it, Belfort's Startup Weekend is now over, and our team won, yay!

I know that this article's updates has been pretty sparse since yesterday concidering how little free time we had, but be assured, after I get some sleep and get my mind off, I'll write a more concequent article about the entire project that is GameUP, so stay tuned!

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HexGL's source code is now on GitHub!

Yup, you read it right, HexGL's source code is now available on GitHub.

Go check the code out on HexGL's GitHub page, and feel free to submit suggestions, patches or issues!

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What's next for HexGL?

What's coming next for HexGL? What am I working on right now?

Head past after the break to know the answers.

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(Video) My Adobe User Group NL talk is online.

AUG talk about HexGL

Above is a video of my recent talk about three.js and HexGL at the Adobe User Group NL meetup.

In this presentation, I'm talking about game development and workflows when using three.js to make a 3D game, taking my recent work with HexGL as an example.

You can also find my slides of this presentation on slideshare.

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A quick Performance.now() polyfill

(function(w){
	var perfNow;
	var perfNowNames = ['now', 'webkitNow', 'msNow', 'mozNow'];
	if(!!w['performance']) for(var i = 0; i < perfNowNames.length; ++i)
	{
		var n = perfNowNames[i];
		if(!!w['performance'][n])
		{
			perfNow = function(){return w['performance'][n]()};
			break;
		}
	}
	if(!perfNow)
	{
		perfNow = Date.now;
	}
	w.perfNow = perfNow;
})(window);

// Usage
console.log(window.perfNow());

Just a quick performance.now() polyfill since the ones I found were producing "Illegal invocation" errors. This polyfill wraps the performance call inside a function to avoid this.

Performance.now() polyfill on GIST

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