Friction is fractious. It’s a bear to work with, but you’ve gotta do it if you want physics to look right. I’ve had to do some annoying busybody work to deduce proper values, so I’m sharing those values and my process to arrive at them in the hopes of saving somebody else some time.
Note: Here we’re discussing the Bullet Physics Engine, not the physics of small gun projectiles.Continue reading
They only define it.
Get it? It’s a pun. You’re welcome.
We’ve overcome our challenges with normal mapping of simple assets, and on that subject I have some thoughts. Since writing them helps me wrap my head around the process, here you go:Continue reading
After a nominal 3 month hiatus as I taught some courses at Uni, we’ve finally gotten to dig our teeth in over the summer. Reinan, of course, has never stopped working and it shows:Continue reading
Playtesting Mechanics: For the first time in a year and a half of work, we’re actually making a game. Everything up to now has been designing, optimizing, and then hiding a universe.
“In order to make an apple pie, you must first invent the universe.” (Misquote of Carl Sagan)
This is a continuing series about all the things that go into making an indie game, from the universe up.
Something I wasn’t expecting to learn when starting this project was management. Three very different people are coming together to try and create a huge project over a long period of time. For a team that is working on a totally digital product, there is a huge amount of squishy, unsettling, distinctly organic work to do.Continue reading
Normal mapping a floor texture: It seemed simple. It turned out, it was simple. I learned how, and then I did it. How do I feel about that? I AM A CREATIVE GOD.
I thought I would pick up where Cullen left off in his post Film Making Crossover pt. 1
Except now it’s from my point of view. A friend just reminded me that what me and my friends doing is huge and awesome and we would be sorry if we didn’t properly document it. This is true. So, documenting:Continue reading