Code is available at :
Code is available at :
Built this little animation out of three key thumbnails, and good old fashion brute force key tweaking. I recall how exciting it was to exceed the boundaries of what I could reliably produce animation wise, at that point.
This was suitable enough to use as one of my animation sequences to profile different compression settings. Feet sliding was the most obvious artifact in more compressed versions.
This was a production trial as a means to refine my sculpting, skinning and animation skillset.
Over Christmas break, my brothers(one of which is in the industry) and nephew(who just turned 14) wanted to do some off the books game development. The above video, steps through the features of our ripest prototype.
What's cool is how my nephew got to experience building something hacker style : Through pivoting and ad hoc problem solving.
And the highlights on that roadmap were:
We managed to complete about a feature per day. So within a week and some custom code slinging, we had a fun prototype.
My public gallery can be found here: https://picasaweb.google.com/113437345776751967428
Once upon a time, I was exclusively an artist :).
The game development paths winds through the unknown on a continous basis. And a core component for effectively handling the unknown requires updating one's mental model and pushing the edge of understanding.
An old Indian parable describes how 3 blind men, holding each part of an elephant are convinced that they have 3 different animals.
Mindmaps, in my experience, offer a holisitic and methodical approach for mapping out what's at the edge of one's understanding: They capture what you know, and perhaps more importantly, reveal the empty space of what you yet don't know.
Below is an index to the current mental maps that guide me about the elephant:
I really loved learning things as a collective group.
And a few years back, during Christmas break, my 10 year old nephew and brothers(software engineer and med student) spent time playing with stop motion animation.
The best part was how my sister was genuinely stunned by what her little boy could produce(her expectations for the kid's uncles were already high<g>).
The highs of game development, in my opinion, building more than what you think is possible as part of a collaborative effort.
A timelapse of a sunrise out at Hood Canal. It was a weekend with a bunch of friends building a potato gun canon. We manage to complete two variants:
Lazily firing potatos into the canal was fun. And I recall one of my buds managed to launch a spud out as far as 50 yards. He pumped up the psi far beyond what the gun was specced for to manage that<g>.
This can certainly be used as a great artistic effect, but more often than not it's unintentional. As a result the spatial aspect of play spaces/environment becomes greatly diminished. Players have to work harder to discern the play space, leading to visual fatigue.
Here's the current code state of my fiddling with a simple, bare bones WebGL context:
Here's a mindmap of my current understanding OpenGL functions and hardware registers:
There's a lot to love about the how graphics development on the web is trending. It feels like a reset/re-invention of the industry ~10 years ago.