Enhanced Crowd Rendering
January 26, 2010Designing a new technique for Skinned Mesh Instancing that supports complex animation and uses less memory.
Designing a new technique for Skinned Mesh Instancing that supports complex animation and uses less memory.
Working like crazy, trying to get a demo together in time for DBP 2010.
A new video showing off improved physics, collision detection, and graphics…
Needs optimization, but looks good.
Hunting down asset packs, and getting very little actual work done.
A look at how XNA’s performance issues on the Xbox360 affect how indie developers should approach the problem of physics.
A little more detail on what Dead Shift is really all about, the current status of the project, and where we hope to go with it.
Apparently my game is so incredibly awesome and promising that it deserves its own blog. I know, I know! I had the exact same reaction when I found out.