Playing With Tiny Things

June 20th, 2011


I wanted to play around with GLSL, so I decided to make something small. Just 1kb in size in fact.

The demo is metaball-based, and looks a little like these, except it also moves:

Download the exe and source here. There are some poor choices made with regard to where computations are performed in the shaders in order to get the exe under 1kb in size. I’m sure someone more experienced would be able to correct this, or maybe I will myself with some more practice.

Terrain Generation Complete

May 16th, 2009


My university term is now over, which means my terrain generation application has been completed and handed in.

The project page is here, where you can download the executable and source, and watch a high-definition video of the generator in action.

Here’s some screenshots of the application at various stages during development:
textured100over20fnoise

Pertty lights in first-person mode.watershaderonterrain

Dare

April 29th, 2009


We got in!

So excited, I can’t wait for it to begin.

Waiting to hear back after the interview was nerve-wracking, though thankfully we were all told whether we’d be taking part before the official announcement was made. As for the interview itself, it went surprisingly well. I can’t speak for everyone, but I was terrified about having to speak, and about what horrible question we might be asked that we hadn’t even considered before. In reality though, the judges were all friendly and the setting for the interview was fairly informal, so we were all relaxed and our presentation went more smootly than in any of the practice runs. It left us feeling that whether or not we got in, it went as well as it could have and there wasn’t really anything we’d later be kicking ourselves over messing up, which I guess is the best outcome you can hope for.

As with in other years of the competition, we’ll have to update blogs and video diaries, so I’ll share a link to those as and when they start existing.

terrainfinishedAnyway, before that I’ve still got some coursework to get through (not a huge amount though – it’s due on Friday after all).

I’ve finished my OpenGL coursework and I’m pretty happy with it – I’ll share some more details, code and the executable itself once I’ve handed it in. Conforming to the requests of UKR’s Blue Skies in Games Campaign I’ve made everything considerabley brighter and more cheerful. I also made some technical improvements as well, so that now the application actually runs at a decent framerate on hardware I can afford to test it on.