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phoboslab.org
| | blog.eamonnmr.com
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| | [AI summary] The author discusses the development of a 2.5D game, Galactic Night, focusing on technical aspects like perspective rendering, shader implementations, and procedural universe generation.
| | chetanjags.wordpress.com
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| | Image Based Lighting is used to implement ambient lighting for dynamic objects coming from static objects in a game level. In most cases, it is used for specular lighting or reflections. In this process lighting information at thepotential point of interests is stored in a special type of cube maps called Light probes. These Light...
| | etodd.io
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| | Okay, it's time to shed some light on this project. First off, my goal is to release on Xbox and, if possible, Steam (if not, I'll be looking at other online stores). I figure these are the two largest, most practical target markets. The release price will be between $1 and $5, with 100% of the proceeds going to charity (more on this later...). There are two main themes I want to nail in this game. The first is giving the player freedom to alter the game world; to literally change the world geometry by performing sweet parkour moves (jumps, flips, slides, etc.).The idea is, to create a wall, you simply jump into mid-air and perform a wall jumpas if the wall was there, and poof, it's there. Need to get through that annoying concrete barrier? No problem, slide...
| | gamearchitect.net
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| Musings on Game Engine Design