Some interface content from the test framework. Windows are based on a single image and can resize, scroll content and attach buttons as needed. Support for tabbed content and buttongroups is included. Every icon can be dragged and dropped into any socket. Also pictured: dial/bar gauges, tooltips and a cel shader/lighting test.
Archive for the ‘Skull’ Category
Another screenshot
Wednesday, May 12th, 2010Texture cube lighting
Sunday, August 30th, 2009One technique I discovered early on is ambient lighting using a texture cube. A texture cube is a texture made up of 6 images, one for each side of a cube, that should smoothly fit together to make a complete panorama.
Rather than use this texture cube just as a skybox, I use it to sample ambient lighting.
The other nice thing about using a texture cube is you can quickly blend them together to subtly alter the lighting or smoothly transition from sunset to night.
This technique works well in conjunction with an Ambient Occlusion layer in your shader, as you don’t have to have overwhelming fixed lighting when baking your model’s textures out.
Water shader update
Friday, April 10th, 2009The (semi) finished water shader
Monday, April 6th, 2009A pretty accident
Monday, April 6th, 2009The ATV
Thursday, March 12th, 2009The first thing you see when you load Rugged
Saturday, March 7th, 2009Rugged Update
Friday, March 6th, 2009Rugged Update
Wednesday, March 4th, 2009Skull
Thursday, February 19th, 2009Welcome. I’ve converted the boring old Flash website into an exciting Wordpress blog so that I can share all the fun creative stuff we’re doing.
You can look forward to sneak peeks of our ATV racing game Rugged as well as game development insights and other projects. Check back soon and frequently.














