Raycast Engine Progress 3

December 20th, 2011 by Phillip Napieralski

Floor casting After I added a quick prototype of floor-casting, it was obvious the technique I’m familiar with (from the permadi tutorials) would be too slow for the android version. There is definitely a way to speed this up, but I’ve removed the floor casting for now until I come up with an alternative method [...]

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Raycast Engine Progress 2

December 12th, 2011 by Phillip Napieralski

Switch to LibGDX I really wanted to make my raycast engine compatible with cell phones, but I also wanted to be able to play it on my own machine. Because of this, I decided to switch my raycast engine from QT over to the java based LibGDX. This allows me to run the same project [...]

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Raycast Engine Progress 1

December 4th, 2011 by Phillip Napieralski

I’ve recently started building a raycasting engine using QT. Here are my (simple) results so far. Implementation I created a View based on QGraphicsView. I then added a scene to this (inherited from QGraphicsScene) which contains 240 rectangles. Each rectangle represents a slice from the raycasting algorithm (one ray = one rectangle). The math was [...]

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Successful Ludum Dare Entry

November 5th, 2011 by Phillip Napieralski

The Ludum Dare October 2011 challenge was to create a game in a month and make $1. I’m proud to say, I surpassed that by 60 cents! It’s barely enough to buy a candy bar, but it’s interesting how just a buck can motivate you to keep creating. Here is proof that I beat the [...]

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Ideas I Would Like to See Implemented

March 27th, 2011 by Phillip Napieralski

Idea 1 – Open Design for HMDs I work a lot with Virtual Reality equipment in my research. The most common is a Head Mounted Display (HMD). Unfortunately, there is no standard for a HMD. The HMD on my desk only works with Windows XP 32-bit, and only some of the time. Wouldn’t it be [...]

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My Trip to Washington DC

March 23rd, 2011 by Phillip Napieralski

My girlfriend and I recently embarked on a trip to Washington DC for the first weekend of spring break. We managed to do this for under $300 by staying with her friend, Xiao Yu, too. In fact, our final bill was: $140 gas both ways + $90 food + $10 transportation (subway tickets) + $18 [...]

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Some things I want to see in the WebGL world

March 15th, 2011 by Phillip Napieralski

I’ve been working quite a bit with WebGL for one of my research projects, so here goes: Skeletal Animation I want to see a graphics library built on top of WebGL that supports rigged meshes. For instance, there was a blog post recently about combining the Kinect with WebGL, but there is currently no easy [...]

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How to run Haptek Player on Multi-core Systems

January 24th, 2011 by Phillip Napieralski

If you’re having problems running Haptek Player, or it’s running super slow, on Windows Vista or Windows 7, it’s probably because you have a multi-core system. The fix is to make Haptek run on just 1 core.

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How to Compile/Install osgAudio for Windows

September 26th, 2010 by Phillip Napieralski

Did osgAudio’s webpage leave you confused? This post is for you.

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How to make a scrolling star field background with Flixel

July 24th, 2010 by Phillip Napieralski

I won’t waste your time, here’s the source code…

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