A Farewell to Arm Calibration
June 8, 2010Designing a heroine, and throwing out miles of animation code in favor of something that’s clean and simple.
Designing a heroine, and throwing out miles of animation code in favor of something that’s clean and simple.
A new HD video showing off the Windows version I’m working on… New zombies, vehicles, graphics, and awesomeness.
Some things I’ve learned on my quest to design levels myself in Sketchup…
Deciding on the game’s location, and struggling to get things in order for a Windows Version!
Stabbing “Real Life” in the face, and getting some bloody work done.
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.