For a few months now we have been working on a new game for the iPhone. Although the main target iOS, I have been frequently making sure that the game works correctly on the Android, too, using the Android NDK. There was only one component that was missing for a long time – cURL on [...]

I recently discovered a very simple global illumination rendering technique called Path Tracing. It only takes a couple of lines of code and produces great images. When optimized, you can achieve almost real time performance, see WebGL implementation or just search YouTube for “real time path tracing”. You can check out my self-contained ActionScript 3 version put [...]

Currently, we are working on an iPhone game that will fundamentally feature an audio track scratching. We are using the BASS audio library (it seems that we should be able to use FMOD, too, since both libraries have almost identical functions) and a combination of Objective-C and C++.

One way to perform a perspective correct texture map is via an actual calculation of the z-value at every pixel of the triangle to be rendered. That made me wonder if someone has implemented a simultaneous texture mapping and z-buffer in Flash using Alchemy.

We are currently working on a platform game that will feature an occasional gravity flip. In some levels the effect will be accompanied by flipping the entire screen but in others it may be too distracting. For those levels we have to come up with other ways to convey that the gravity switched direction.

The task is simple: how to go about a motion blur of a fast-spinning OpenGL ES sphere on the iPhone? That is, how to achieve the following effect…

This is a follow-up to the first article about training creatures to walk using neural networks and genetic algorithms. The next creature I decided to train is a worm. Here’s the result (generation ~200).

I remember seeing Karl Sims’ video Evolved Virtual Creatures a long time ago. I was completely stunned but unfortunately forgot about it for many years. I was reminded of it again last year when reading about training neural networks using genetic algorithms and decided to evolve my own creatures.

About a year ago, our company decided to come up with a game that would utilize a highly stylized 3D city neighborhood as the main “menu” for the game. In a nutshell, just a couple of semitransparent 3D boxes. I figured, rather than looking into an existing Flash 3D engine, I can code it myself.

Most Flash 3D engines use a clever technique called normal mapping to compensate for the lack of mesh detail. How could a normal map be used for Phong shading? We already have all the normals we need, the only problem left is the shininess exponent, that would have to be computed per pixel. My solution follows.