Category Archives: 3d

How to make a brain : 3DSMax quick tutorial

 

create any random mesh
select-all its edges
convert the edge selection to a spline
turn the spline into a mesh
push, subdiv, relax

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Amiga Memories – Episode 0

This is the pilot of Amiga Memories. I wanted to test the system on a story-driven presentation, with lip-synch on a speech synthesizer. Sounds like it works Continue reading

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Amiga Memories

This blog remained silent for too long. As I’ve been rather busy lately, I’ll adopt the shortest Input/Output style for this post   The recent project (purely hobbyist project, that said) that occupied me during the past weeks is centered on the old computer Commodore Amiga. The input of the video sequence below are (basically) […] Continue reading

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Mars Orbital – space platformer

Each year, Ludum Dare issues a month-long challenge to game developers: make a game and [...] Continue reading

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Super Snowball Fight FPS

Written in C++ using SDL (and openGL), Super Snowball Fight is a first-person-shooter (FPS) game [...] Continue reading

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Preparing a trailer for Astlan

Today, as we have planned a walk to the Aerotrain’s test site, I decided to bring my iPhone and a tripod. The Aerotrain railway makes a perfect landscape to create a fun & intriguing trailer for my (almost finished) game ‘Astlan’. For the record, the Aerotrain prototype was designed during the 70′s as an high-speed […] Continue reading

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Ideas for my next project

While it is too early to expose here the idea I have regarding my next game project, I can say it will involve robots…animated robots. The challenge here will be to animate the robots using a procedural technique as I want them to be able to place their hands randomly. For this purpose I will […] Continue reading

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Flash11 Stage3D Book Chapter 10

Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner’s Guide: Chapter 10 Demo “3… 2… 1… ACTION!” [...] Continue reading

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Flash11 Stage3D Book Chapter 9

Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner’s Guide: Chapter 9 Demo “A world filled with action” In chapter nine we upgrade our game engine to implement AI (artificial intelligence), along with an “actor reuse pool” which can spawn and respawn … Continue reading Continue reading

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Flash11 Stage3D Book Chapter 8

Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner’s Guide: Chapter 8 Demo “Eye-Candy Aplenty!” In chapter eight we create a hardware accelerated, “batched geometry” particle system that is animated on the GPU for extreme performance. It doesn’t use the CPU to … Continue reading Continue reading

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Flash11 Stage3D Book Chapter 7

Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner’s Guide: Chapter 7 Demo “Timers, Inputs and Entities: Gameplay Goodness!” In chapter seven we discuss the many different ways that you can use textures in Stage3D, along with various render states for transparent … Continue reading Continue reading

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Flash11 Stage3D Book Chapter 6

Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner’s Guide: Chapter 6 Demo “Textures: Making things look pretty” In chapter six we discuss the many different ways that you can use textures in Stage3D, along with various render states for transparent blending … Continue reading Continue reading

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Flash11 Stage3D Book Chapter 5

Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner’s Guide: Chapter 5 Demo “Building a 3d World” In chapter five we create an .OBJ mesh data file parser so that we can start importing complex game geometry into our game.   Here’s … Continue reading Continue reading

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Flash11 Stage3D Book Chapter 4

Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner’s Guide: Chapter 4 Demo “Basic Shaders: I can see something!” In chapter four we learn the basics of programming vertex and fragment programs, or “shaders” using AGAL (Adobe Graphics Assembly Langauge).   Here’s … Continue reading Continue reading

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Flash11 Stage3D Book Chapter 3

Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner’s Guide: Chapter 3 Demo “Fire up the Engines” In chapter three we learn how to initialize Stage3D, upload mesh and texture data and how to animate a very simple scene rendered on the … Continue reading Continue reading

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Flash11 Stage3D Book Chapter 2

Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner’s Guide: Chapter 2 Demo “Blueprint of a Molehill” [...] Continue reading

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Flash11 Stage3D Book Chapter 1

Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner’s Guide: Chapter 1 Demo “Let’s make a game [...] Continue reading

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Flash11 Stage3D Tutorial: handling init errors

This tutorial shows the current best practises for initializing Flash 11 Stage3D (Molehill) graphics in a way that is error tolerant and gracefully handles problems setting up 3d rendering. This code is from my book, Adobe Flash 11 Stage3D (Molehill) … Continue reading Continue reading

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Flash 11 Stage3D Molehill Book

I’m MEGA excited to see that my upcoming book on 3d game programming has a [...] Continue reading

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3D bullet-hell shooter!

As part of the work related to my upcoming how-to book, “Adobe Molehill Game Programming [...] Continue reading

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