Archive for the 'gamedev' Category

Rendering One Frame

Thursday, October 26th, 2017

I keep finding blog posts of people analyzing how different engines manage to render one single frame. So I decided to put them together here:

GTAV
DOOM 2016
Unreal Engine 4
GODOT engine
Unity

BWR2015: A sea in WebGL

Wednesday, October 7th, 2015

I’ve collaborated with the Barcelona World Race event several times in the past. Last year they approached me because they wanted to have a new 3D renderer for the web to enhance their online game (which I coded 5 years ago). I forgot to create a propper entry in my blog so here it is. You can play with the demo.

BWR_weather

Click in the image to see it in action, and if you want to know more about the development, read the rest of the entry.
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WRONG, from Rami Ismail from Gamelab 2015

Wednesday, August 26th, 2015

One of the best talk of the Gamelab 2015, for the content and for the way he addresses the issues.

QIDV: Talk abouT our game for the GGJ2015

Thursday, March 12th, 2015

Some weeks ago I was invited to give a talk at the QIDV (a local informal event for game developers) with my friend Miguel about the game we did for the Global Gamejam 2015.
The talk is in spanish and the audio is not very good (and my diction doesnt help). It gives more insights about our working process besides the info I alwady wrote in this post.

Deus Ex: Human Revolution – Graphics Study

Wednesday, March 11th, 2015

Today I stumbled uppon this great post from Adrian Courrèges where he explains in detail all the steps in rendering one single frame in Deux Ex: Human Revolution, very informative with progress images.

Jordan Mechner talks about Prince of Persia

Monday, February 16th, 2015

One of those very inspiring talks from a person who created my youth favourite piece of art, where he recalls his life and make you think about your choices.

"From Bedroom to Attic: Making Prince of Persia" by Jordan Mechner from onGameStart on Vimeo.

GlobalGameJam 2015: We won at our local jam!

Monday, January 26th, 2015

This past weekend I assembled some friends again to participate in the Global GameJam 2015. I’ve participated since 2011 with more or less luck.

At the end we made a party-game up to 5 players in local, totally based in the theme of the Jam: “What do we do now”.

 

If you want to play it click here, but you will need to have a gamepad and several other players.

If you want to read the Post-mortem keep reading.

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Githubing all day long

Thursday, November 13th, 2014

Lately I’ve been cleaning up some old projects that had lot of potential but I never had time to share appropiately to the community.

The first one is called Rendeer.js, it is my own 3D graphics engine for the web. It uses WebGL through my own low-level library litegl.js and it is meant to be easy to use and very dynamic. Right now I’ve been using it for the 3D game of the Barcelona World Race and I’m very happy with the results. Here is one screenshot:

Barcelona World Race 2015

Another interesting project I uploaded was Collada.js, a Collada format parser that can work inside a webworker. It can extract meshes, skinning, animation and scene info.

I also have been improving a lot my old libraries like litegl.js (my low-level wrapper of WebGL which makes working with WebGL very easy), litescene.js (my not so easy 3D Graphics engine meant to be used with my own editor) and litegraph.js (my visual programming system), all of them are becoming very mature and ready for production. And I want to finish documenting litegui.js

Web experiment: Drone physics

Thursday, September 25th, 2014

For a long time I wanted to try some 3D physics on the web. For that purpose there are two libraries around, Cannon.js which is written in JS from scratch, and Ammo.js which is a port of Bullet made using emscripten. I’ve been playing around with both of them, the performance of cannon could be improved (too much garbage generated in memory) and the interface of ammo is horrible (as all emscripten ports).

Drone

Play around with this demo, the controls are very hard and it is easy to start spinning uncontrollably, but Im pleased with the movement.

My LD27 entry won the second position in Graphics!

Saturday, September 21st, 2013

I was surprised but my A DEUS minigame made in 48 hours won the second position (from 1400 entries) in the graphics category thanks to the public votations.

Obviously I didnt ranked so well in the rest of the categories but that encouraged me to work harder next time and achieve a better position in other categories as well.