I have been extremely quiet for the last couple of months and I feel bad that I’ve neglected this blog (especially since I promised I wouldn’t). I’ve been extremely busy with work and my AI prototype and I havent really had too much time to work on anything at home. To be entirely honest, after staring at … Continue reading
This is gonna be a very brief post on a pretty simple but powerful tool for any hobby programmers tinkering with Direct3D. One of the most annoying things, at least for me, was always having to manually create input layouts for each different vertex shader I used in my hobby projects. I have now restarted … Continue reading
DISCLAIMER: I wrote this piece for a South African Game Development Magazine prior to leaving South Africa. It has been some time since I send the piece in for copy-editing and have heard nothing back regarding it so I’m simply going to post it here. The topic is a matter of some debate and the below article is simply … Continue reading
I’ve been rather quiet the last 2 months. It’s taken a while to sort out a lot of things here and I’ve been quite busy with work but I will keep this blog going, I promise. I finally managed to get a personal computer around a week ago and by PC I mean the most basic … Continue reading
So after all these years of hard work, I’ve finally managed to get into the game industry and into a well known AAA studio to boot. I’ve accepted an offer from IO Interactive (Hitman, Kane & Lynch) who are based in Copenhagen, Denmark. I will be moving to Denmark and starting at IOI in August! This whole thing … Continue reading
WOOT! My thesis, the bane of my existence for the last 2 years, is finally done! Its basically a review of the video game pathfinding field as well as presenting a novel grid map search technique: the spatial grid A*. The version linked below is the final draft that is being submitted to my faculty. Thesis: Video … Continue reading
In a recent technical interview I got asked the following question: “if an explosion occurs i.e. from a grenade, how would you determine which characters in the game are affected”. This was a question that I couldnt answer at the time which annoyed the hell out of me and it’s been sitting in the back of my head … Continue reading
This is the second part of my shadow mapping tutorial (find part 1 here). I am going to discuss some of the issues of the shadow mapping technique as well as some basic solutions to the problem. I’m also going to attach a demo application, in which you can play around with some of the … Continue reading
I’ve had some downtime lately and seeing as I wrote a basic shadow mapping demo, I figured I’d write a short tutorial on the theory and implementation of shadow mapping. Shadow mapping is one of those topics that tends to get explained in a overly complicated manner when in fact the concept is rather simple. … Continue reading
So I’m currently looking for a job in the game industry, location and salary are secondary to the work at this point. I kinda just want to get out of South Africa and work on something cool. I’m still young enough not have to worry about supporting a family, stability or dealing with crunch time, … Continue reading