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Gish goes open-source

Gish goes open-source

May 30th, 2010

As promised in the Humble Indie Bundle, the classic indie game starring your favorite 12-pound ball of tar, has now had its secret sauce released under the GNU General Public…

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Early feedback

Early feedback

May 28th, 2010

One of the cool things about letting everyone know what we are working on is getting feedback right away. Getting early feedback is good for users since they let us know what they…

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Pathfinding with Detour

Pathfinding with Detour

May 27th, 2010

A few days ago I posted that we've added automatic navigation meshes using Recast, and now I'd like to show some navigation paths using its companion library, Detour. These…

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Guest Post On Pixel Art by Simon Cottee

Guest Post On Pixel Art by Simon Cottee

May 26th, 2010

Hi, I’m Simon Cottee/Lavalevel. I’m not really sure how to present myself to you, being just a dude who does some stuff and got invited to write a guest blog by John. Let’s start…

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Overgrowth Alpha 80

Overgrowth Alpha 80

May 25th, 2010

Here is what is new in Overgrowth in the 80th weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are…

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Reviewing Sculptris

Reviewing Sculptris

May 23rd, 2010

Today Sculptris, a new free 3D sculpting application, had it's 1.0 release. I had been hearing some good things about it (thanks Vrav!), so I took the occasion to try it out and…

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Automatic navigation meshes

Automatic navigation meshes

May 22nd, 2010

One of the hardest parts of developing character AI in 3D games is pathfinding -- making sure that they can figure out how to move from point A to point B in a believable way. This…

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Indie Game: The Movie

Indie Game: The Movie

May 20th, 2010

A new documentary called Indie Game: The Movie has just been announced with the goal of providing an inside look at the art and craft of making indie games. The production team…

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Plan complete!

Plan complete!

May 19th, 2010

I posted a few weeks ago about planning assets, and now (with a slight delay caused by obsessively checking Humble Bundle news) I have the finished models and have them in the…

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