Chronicles: Game Development, Game Engines & Retro Futuristic Steampunk Musings.
As the 1928 version of Mickey Mouse is now out of copyright, thought it was time there was a Steampunk Mouse with all the pith and vigour of Douglas Fairbanks: Interesting links on the subject: Public Domain Day 2024 | Duke University School of Law Mickey, Disney, and the Public Domain: a 95-year Love Triangle…
Hullabaloo Cartoon on YouTube I contributed to the Indiegogo campaign for this steampunk 2D animation series 9 years ago – it’s great to see the series being released even after all this time. A work of art.
Oops, got the calculations slightly wrong when developing this ocean shader:
This new site for ‘cybernescence’ is under construction, it will be the new home for several initiatives under the company umbrella – legacy and new. To be transparent, it is also hoped to have a cost saving element to it – in that the plethora of related domain name sites can all be directed to…
“Cyan Eyed” movie is a triumph of plot, engaging characters, special effects and music within a steampunk world. I’ve only just come across this spectacular film and it so resonates with the vibe of what I imagine and am trying to build for the ‘Cogwheel Chronicles’ game, it is almost spooky 🙂 It has sentient…
Watch Cathodia Callan fight off a marauding pirate airship equipped with a state of the art Tesla Cannon.
I couldn’t quite believe the last update on here was December 2020, so will have to get back in the habit of at least monthly posts (not that I believe many or probably any people read these to be honest – but it is a chronicle of sorts for me). A lot of development work…
I subscribe to several guys building game engines that use youtube to showcase their work – the ‘Wicked Engine’ being one of my favourites, there are prolific updates that often show cutting edge game engine rendering. Recently a video popped up showing underwater caustic simulation and it is actually a pretty good case of ‘fakery’…
Last year I looked at SSAO techniques (Screen Space Ambient Occlusion) and a fellow game developer mentioned HBAO to me (Horizon Based Ambient Occlusion). As post processing screen based effects are often the most rewarding to work on I thought I would investigate HBAO compared to SSAO. I found that there was a significant improvement…
In-game cameras – that the game developer can use to render scenes to textures, that are also within game (diegetic) are useful for such things as player portals, mini-maps, rear view displays in cockpits and the like. Clearly using too many of these type of cameras will affect performance and FPS drops are likely as…
- cogwheel chronicles
- game development
- HLSL Shaders
- movies and art
- steampunk games
- the cogwheel chronicle
- the cogwheel engine
- Unreal Engine