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Game Programmer Blog

Tuesday, July 6, 2010. Normal map for terrain. The terrain now accepts normal maps and also you can mix the texture color with a color for every vertex. For example you can make grasses yellow in an area. Links to this post. Now Kochol game engine has an official site http:/ kge3d.org. I hope this site become a good community for KGE users. Links to this post. Wednesday, May 5, 2010. Alpha test in shadow map. The alpha test implemented in engine and shadow map renders meshes with alpha test. CS has a dif...

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Game Programmer Blog | kocholgp.blogspot.com Reviews
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Tuesday, July 6, 2010. Normal map for terrain. The terrain now accepts normal maps and also you can mix the texture color with a color for every vertex. For example you can make grasses yellow in an area. Links to this post. Now Kochol game engine has an official site http:/ kge3d.org. I hope this site become a good community for KGE users. Links to this post. Wednesday, May 5, 2010. Alpha test in shadow map. The alpha test implemented in engine and shadow map renders meshes with alpha test. CS has a dif...
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posted by,akbar,2 comments,kge3dorg,no comments,1 comment,labels shadow,refraction,simorgh editor,labels design,shader,labels collision detection,design,physx,shadow,hi all,labels cyrus script,speed,shadow map,labels mesh,terrain,older posts,links,forum
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Game Programmer Blog | kocholgp.blogspot.com Reviews

https://kocholgp.blogspot.com

Tuesday, July 6, 2010. Normal map for terrain. The terrain now accepts normal maps and also you can mix the texture color with a color for every vertex. For example you can make grasses yellow in an area. Links to this post. Now Kochol game engine has an official site http:/ kge3d.org. I hope this site become a good community for KGE users. Links to this post. Wednesday, May 5, 2010. Alpha test in shadow map. The alpha test implemented in engine and shadow map renders meshes with alpha test. CS has a dif...

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kocholgp.blogspot.com kocholgp.blogspot.com
1

Game Programmer Blog: Refraction

http://kocholgp.blogspot.com/2010/05/refraction.html

Wednesday, May 5, 2010. I implemented Refraction effect in KGE and now effect manager can manages post process effects too. Effect manager can prepare rendered images upon the post process effects needs. For now effect manager prepare the color map. I add a screen shot from Simorgh editor here. Is a 3D world editor build with KGE. Subscribe to: Post Comments (Atom). Project page in sf.net. Alpha test in shadow map. There was an error in this gadget. Picture Window template. Powered by Blogger.

2

Game Programmer Blog: Shadow map

http://kocholgp.blogspot.com/2010/03/shadow-map.html

Monday, March 1, 2010. I worked on shadow mapping and after some works finally I successfully implemented shadow mapping for directional lights but I don't add this feature to the engine yet. Now KGE use PhysX for the physics and dynamics You can build the terrain shape and box for the dynamics and we will add more shapes for dynamics later. Everything in scene is rendering with multistream. The Animated Meshes and tile terrain now use dynamic vertex buffers. Subscribe to: Post Comments (Atom).

3

Game Programmer Blog: April 2010

http://kocholgp.blogspot.com/2010_04_01_archive.html

Tuesday, April 27, 2010. Shadow map and PhysX. The shadow map implemented in KGE and there is an effect manager now that works with scene manager together. The effect manager controls shadows, post process effects and some built in materials. The KGE physX port is updated and now it has Ray casting, dynamics, triggers, collision detection and some new shapes. Links to this post. Saturday, April 24, 2010. Working on a script language. Currently I am creating a new scripting language called Cyrus Script.

4

Game Programmer Blog: September 2009

http://kocholgp.blogspot.com/2009_09_01_archive.html

Tuesday, September 22, 2009. The first test for new terrain design. I test the new algorithm for the tiled terrain and it works well with texture ID. For solving the texture filtering problem with tile texturing I copy 16 pixel from each side to opposite side of the texture and don't use small mipmap level so the hardware texture filtering works well. Links to this post. Friday, September 4, 2009. A new tiled terrain design. I get the idea from Journal of Ysaneya. How to map the tiles:. U = Uoffset u * X;.

5

Game Programmer Blog: July 2010

http://kocholgp.blogspot.com/2010_07_01_archive.html

Tuesday, July 6, 2010. Normal map for terrain. The terrain now accepts normal maps and also you can mix the texture color with a color for every vertex. For example you can make grasses yellow in an area. Links to this post. Now Kochol game engine has an official site http:/ kge3d.org. I hope this site become a good community for KGE users. Links to this post. Subscribe to: Posts (Atom). Project page in sf.net. Normal map for terrain. There was an error in this gadget.

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Tuesday, July 6, 2010. Normal map for terrain. The terrain now accepts normal maps and also you can mix the texture color with a color for every vertex. For example you can make grasses yellow in an area. Links to this post. Now Kochol game engine has an official site http:/ kge3d.org. I hope this site become a good community for KGE users. Links to this post. Wednesday, May 5, 2010. Alpha test in shadow map. The alpha test implemented in engine and shadow map renders meshes with alpha test. CS has a dif...

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