Posts

Super Hairpiece, Infinity Ward.

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Hey bros and anti-bros, I've got some news. This might be the last post for a while. Or at least the last post that is video games related. More on that later, but first! Super Hairpiece I made this game along with some friends at the PurpleMonkey Gamejam some time last month. The game is about throwing a toupee on to a procedurally generated bald spot on a guys head. You should try it out. Here are the links: 64 bits 32 bits It's also got a nifty screenshot mode so you can take hair-larious ( im so sorry ) pictures of your styled dude. Woooo super hairpiece! What else? That job thing I got a job at Infinity Ward, the guys who make some Calls of Duty (or is it Call of Duties?) making their video game programs work! That means I'm actually posting this right now from an apartment in Woodland Hills, CA. Yeah, I moved to the west coast. Sorry boston dudes! We had fun though, there's no way I could have gotten to where I am today without...

BOSSMODE FIVE WAY VIDEO

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Hey guys, BOSSMODE is coming along. Here's a video of me playing five instances of BOSSMODE at the same time against the first boss. Pretty cooooool huh?

BOSSMODE and Particle Shadow Maps

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Hello brothers and sisters, I bring you news of video games. BUT FIRST! The particle shadow maps must be seen. VIEW THEM.  VIEW THEIR SPLENDOR. This video is long, but it is not required to watch the whole thing. ok. time for  BOSSMODE BOSSMODE is a game that is all boss fights. It's also networked multiplayer. I'm trying to make a game that is a cross between raiding in WoW and Shadow of the Colossus. You move around by applying a torque to a cube. And when you shoot microcube death primitives, it also applies a force back to you. Use this to your advantage. The engine is basically done so now it's on to ~content~. Which is boss fights. Which is allllll self contained game design. isn't this great? is this awesome y/n?

Who wants to see some shadowed particle systems?

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Awww yeah, I made some neat particle systems with volumetric shadowing! This first one uses the technique here:  http://docs.nvidia.com/cuda/samples/5_Simulations/smokeParticles/doc/smokeParticles.pdf The hardest part of this was definitely implementing a GPU radix sort. My recommendation: don't. The hard parts are always, always in the details (calculating those local offsets, I know right). Particle Shadow Mapping Because the technique above is kind of bad with multiple viewing angles (note that I don't pan all the way around the particle system here), I ended up implementing a different technique:  https://developer.nvidia.com/sites/default/files/akamai/BAVOIL_ParticleShadowsAndCacheEfficientPost.pdf Particle shadow mapping is rendering the particle system into a 3D texture and then using a compute shader to propagate the light transmittance though that 3D texture. This one is a lot more stable and also probably faster. It still requires sorting for the fin...

Shitty Fish, Smoking Photoshop, z0ne (formerly Rift Wars), Fire Hose office, NPLB

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I've done many things since we've last spoken, old friend. Let me regale you with a story of days long since passed. Most recently, Shitty Fish During the ~Great Boston VR Bender And Game Jam~ I worked with the talented Mark Stock and Jim Susino of the Boston VR meetup. We produced a game called Shitty Fish. The goal of the VR jam was to produce games that used Valve's prototype head mounted displays. The prototype HMDs are something like 1200x1k in each eye? I'm certain those numbers are wrong. Oh and they're also low persistence at 90 Hz. The Valve guys said that making the desired frame rate is of great importance, and suggested that we target a graphical fidelity reminiscent of Quake 3. With these guidelines in place, we three set out to build a video game in which you are a sea snake. In Shitty Fish, the game is entirely controlled by the rotation and translation of your head. The idea is to slither. By displacing your head in a slithering motion, a s...

Game A Week Challenge week 2: Riftwars Arena. Also PAX East.

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So I didn't do a game last last week because of PAX East, which was crazy and I'll get to that in a moment. The game for this week is Riftwars Arena! Riftwars Arena is an online multiplayer 6 degrees of freedom deathmatch game. You fly around in your spaceship and shoot other dudes. You can fly down in the lower part to be near obstacles so that you're harder to hit. You can fly around upside down (what does that even mean?) and you can flip and roll and do all sorts of cool aerial maneuvers. You can probably tell that this is heavily inspired by  Descent , which is probably one of the best old games ever. How do I play this? Well, here's the thing. You can't.  wtf man? Ok, so I know that the whole point of the game a week thing is to make a game that people can play every week, but this time, James, the other half of PixelRouter VR (btw, I am the other other half now, and will be releasing all future collaborative titles with James under that...

CUBE DEATH PRISON

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Here it is:  https://drive.google.com/folderview?id=0B209xEE7EEixbHk4XzNfMUdzeDg&usp=sharing This is my first game a week game! You should know, you'll probably need an 360 controller, or something that fakes your computer into thinking that your controller or keyboard is a 360 controller to play this. Also, it's probably only going to work at full screen at 1920x 1080 or higher, though you can test your luck with this. CUBE DEATH PRISON is a four player cooperative (or not) twin stick shooting game! Murder cubes in the CUBE DEATH PRISON. Collect microcubes to bolster your Numerical Cube Murder Indicator . Avoid cubes to sustain your cubelust! Circle strafe to morph your true einherjar form! CONTROLS: LEFT STICK TO APPLY TORQUE LONELY RIGHT STICK TO PERPETRATE CUBE VIOLENCE RIGHT TRIGGER TO CHARGE ADVANCED CUBE ARTILLERY LEFT TRIGGER TO EXTEND LASER APPENDAGE RIGHT SHOULDER TO CALCULATE GRAVITY LEFT SHOULDER TO UNCALCULATE UNGRAVITY START TO HA...