Friction Coefficients for Bullet Physics


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

Playtesting Mechanics


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.

Making Pie: documenting the making of an indie game Pt. 2


“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

Little Victories


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.