Posts Tagged 'curves'

Movin’

Hey folks.

Okay so it’s been a little while since the previous bloggage and there’s a good reason for that. We just moved to a new apartment. It was a lot of hard working moving boxes and furniture and getting it all unpacked, but we’re almost done. So I hope to be writing something more useful here in the coming weeks.

I am still working on a library of routines for filled vector-graphics. I have the bezier calculation stuff sorted out, and a working prototype of filled realtime curved objects, complete with really nice antialiasing. The part where I left off a week or so ago was in creating additional library functions to handle more complex/compound objects, and starting to look at things like constructive solid geometry operations. I’m pretty happy with the speed of it all and am confident that a visually impressive game can be created with animated filled shapes, on pretty average graphics hardware.

An introduction to Bezier Curves

I just added a new article, an introduction to bezier curves, which you can read here. It covers some theory about bezier curves, how to calculate them, an algorithm and some useful sourcecode.

I wrote this as part of a first publication at a new Blitz magazine website, blitzmaxcoder.com – which is currently going through a birthing process. I thought it would be a good idea to share it with the world here as well.

Of course, this means that I had to add a new section to the site – Articles – just click on the tab above :-)


Welcome

Enjoy the fun and excitement of computer games, but even moreso, the creative expression of developing your own. And the graphics are cool too. :-)

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