Undead Man Lover
I should have wrote a post about this months back, but better late than never. At the Global Game Jam this year my buddy Mike and I teamed up, with some ass...
I should have wrote a post about this months back, but better late than never. At the Global Game Jam this year my buddy Mike and I teamed up, with some ass...
So I have a new page dedicated to the Oxel project located here: http://nickdarnell.com/Oxel. I’ve also started a new project on BitBucket where you’ll be ab...
Merging is a fact of life for most of us. Eventually two users touch the same files and a conflict must be resolved. For programmers merging is a daily act...
A while back I wrote SWIG and a Miss, which is a post about several of the problems I’ve encountered with SWIG. At that time I didn’t have a solution for dea...
After beating Minecraft (not really) I thought my addition to these blasted sandbox mining games was satisfied. Sadly, I was wrong. I started playing Terra...
The Pitch
There are so many pitfalls you’ll encounter after using SWIG for any extended period of time or with a large enough codebase. I thought I would go over some...
Every now and then I wonder what decisions might be different if I had access to a cloud of machines dedicated to baking game assets or solving other highly ...
The Global Game Jam 2011 has ended. I present to you the labors of me and my team. The theme this year was “Extinction”, which I’m happy to say I loved. I...
The Global Game Jam 2011 happens later this month and I’m really excited. A few months ago we had our local Triangle Game Jam for the 4th year in a row. It...
Background
One of the biggest pain points of MVVM is the boilerplate code that is necessary for it to function. The code I’m referring to is the code needed to Hook an...
After learning a lot about integrating tools into Visual Studio (2008/2010), I’m happy to announce a new version of my WPF ShaderEffect Generator tool. (ugh...
I’m currently working on a project over at CodePlex that I haven’t published yet because I want to make it a little more awesome before I draw back the curta...
Here is a video of a bunch of us playing our game.
[Possessed: The Turing Deception]
No WPF article this Thursday, I’m working on a big one and I keep coming up with sub topics to cover :). So i figured, why not just throw together a list of ...
Early on Data-Binding in WPF can be kind of annoying, things aren’t binding correctly, UI isn’t being realized because of it. Searching Google for tips on ho...
One thing I really enjoy doing is duplicating effects in WPF that I’ve seen in other applications. One I like a lot for directory browsers and content browse...
If you haven’t had a chance to mess around with an AdornerDecorator, I highly recommend that you do. They’re extremely useful because they allow you to over...
I think the most annoying thing about WPF is that for any given task everything goes fine, for a few hours, then you do something and you’re stumped why it’s...
When generating MSIL it’s often very useful to be able to see what you’re doing. One very handy debugging visualizer I’ve used is Haibo Luo’s DynamicMethod ...
Anyone that has had extensive experience with WPF and has attempted MVVM knows it’s not perfect. Over the years I’ve attempted many things in an attempt to ...
I’ve released an updated version of my WPF ShaderEffect Generator tool on Codeplex. The release is fairly minor but I figured I’d update my blog anyway.
One of the biggest pain points of MVVM is the boilerplate code that is necessary for it to function. The code I’m referring to is the code needed to Hook an...
So awhile ago I thought, “Wouldn’t it be cool to do heat maps in WPF?”. Well I started playing around with the idea and immediately was side tracked with ho...
After learning a lot about integrating tools into Visual Studio (2008/2010), I’m happy to announce a new version of my WPF ShaderEffect Generator tool. (ugh...
No WPF article this Thursday, I’m working on a big one and I keep coming up with sub topics to cover :). So i figured, why not just throw together a list of ...
Early on Data-Binding in WPF can be kind of annoying, things aren’t binding correctly, UI isn’t being realized because of it. Searching Google for tips on ho...
I was thinking about the [WPF Theme Replacer] some more and there are a few things you should be aware of when designing your theme to work just like a Micro...
So in [Part 1] I explained the basics of theming your WPF application and in [Part 2] I provided a more in-depth discussion of how the styles are applied to ...
One thing I really enjoy doing is duplicating effects in WPF that I’ve seen in other applications. One I like a lot for directory browsers and content browse...
For this part I wanted to talk about the style lookup system, things to be aware of and some problems with WPF’s “theming” capability in general. Here are th...
I just finished doing a ton of styling/theming work in WPF, after doing so I had many thoughts and experiences on the subject that I thought I would share. S...
If you haven’t had a chance to mess around with an AdornerDecorator, I highly recommend that you do. They’re extremely useful because they allow you to over...
I have been using XamlPadX to test out XAML ideas. But lack of updates had me looking around for a new tool, turns out there is one. [Kaxaml] has some nice...
So if you’ve ever tried to change the selection color of the TextBox in WPF, you’ve probably found out really quickly that it’s not really doable in .Net 3.5...
So I wanted to make a really nice looking WPF TabItems and went looking for some examples of how other people have done it. I really only found one quality ...
I think the most annoying thing about WPF is that for any given task everything goes fine, for a few hours, then you do something and you’re stumped why it’s...
One of the really nice features of WPF is that it comes with a Dispatcher for executing code coming off a thread different from your UI thread. It’s not sub...
I’ve been playing with ChatGPT and it’s kind of incredible. After toying with it for awhile a thought hit me, that this could replace something like Fancy G...
So back in 2012 for the Triangle Game Jam, I threw together a simple PHP script to generate a set of game names based on the pattern Adjective Noun Verb(er) ...
I should have wrote a post about this months back, but better late than never. At the Global Game Jam this year my buddy Mike and I teamed up, with some ass...
A couple of weekends ago was the 2012 Triangle Game Jam. Our theme of the jam was to generate game titles by madlibs: everyone contributed a list of 5 adject...
The 2012 Global Game Jam is over and it was another year of awesome games in the Raleigh-Durham – North Carolina area. This week I wanted to put the spotlig...
I’ve been spending a lot of time lately rebuilding the old Triangle Game Jam website. Now that it’s done I can get back to new articles. The new site is up a...
1/28/2011 6:00 PM
The Global Game Jam 2011 has ended. I present to you the labors of me and my team. The theme this year was “Extinction”, which I’m happy to say I loved. I...
The idea isn’t new, a few people get together one weekend with a common goal; make a game in 48 hours. I have game jams on the mind because the Global Game J...
The Global Game Jam 2011 happens later this month and I’m really excited. A few months ago we had our local Triangle Game Jam for the 4th year in a row. It...
Here is a video of a bunch of us playing our game.
[Possessed: The Turing Deception]
The 2010 Global Game Jam starts in just 12 days. I love doing game jams and can’t wait for this one to start. If you’ve ever wanted to break into the game in...
This weekend was great fun, I participated in the first annual 48 hour Global Game Jam. Working on the smash hit, Space Fish.
So I’ve posted a new version of Oxel, grab it here. The new version has several improvements in UI, performance, stability, as well as a brand new re-triang...
So I have a new page dedicated to the Oxel project located here: http://nickdarnell.com/Oxel. I’ve also started a new project on BitBucket where you’ll be ab...
Merging is a fact of life for most of us. Eventually two users touch the same files and a conflict must be resolved. For programmers merging is a daily act...
Every now and then I wonder what decisions might be different if I had access to a cloud of machines dedicated to baking game assets or solving other highly ...
I’ve talked about AtomineerUtils before on my blog very briefly several months back when I first discovered it. I’ve now been using it pretty much straight ...
Background
I’m currently working on a project over at CodePlex that I haven’t published yet because I want to make it a little more awesome before I draw back the curta...
No WPF article this Thursday, I’m working on a big one and I keep coming up with sub topics to cover :). So i figured, why not just throw together a list of ...
I have been using XamlPadX to test out XAML ideas. But lack of updates had me looking around for a new tool, turns out there is one. [Kaxaml] has some nice...
When generating MSIL it’s often very useful to be able to see what you’re doing. One very handy debugging visualizer I’ve used is Haibo Luo’s DynamicMethod ...
I haven’t actually tried using this in the field, but this little tool comes with Windows 7 and after playing around with it a little it seems really handy. ...
This video was getting passed around the office a little while back. Figured I would link it here for posterity. It’s Bruce Branit imagination of what a worl...
Was reading one of the feature articles over at Gamasutra Custom Tools: Environment Artists and Game Editors. Was a good read; from my experience I would hav...
For the past several months I’ve been refactoring the automation framework off and on for Unreal Engine 4. One of the things that we wanted to bring to the f...
So I’ve posted a new version of Oxel, grab it here. The new version has several improvements in UI, performance, stability, as well as a brand new re-triang...
So I have a new page dedicated to the Oxel project located here: http://nickdarnell.com/Oxel. I’ve also started a new project on BitBucket where you’ll be ab...
Its been awhile since I’ve done an update to my research into occluder generation. If you need a refresher, take a look at:
While wrapping up my post for generating simplified occluders for Hierarchical Z-Buffer Occlusion Culling, I was pointed to a paper called Complete Polygonal...
I didn’t get to see many sessions at GDC this year. One I really wanted to see but didn’t make it to was the talk on “Approximating Translucency for a Fast,...
It took several versions before enough kinks got worked out in Nvidia’s Parallel Nsight Graphics/CUDA debugging application before I could successfully profi...
One of my hobby projects has been to try and implement Morgan McGuire’s Ambient Occlusion Volume (AOV) approach to ambient occlusion on DirectX 11. It’s loo...
There’s a pretty cool paper on Ambient Occlusion Volumes I was reading awhile back by Morgan McGuire, the technique actually uses volumes to calculate what p...
After exchanging a few emails with Stephen Hill, he clarified how they were able to cull shadows from the scene using the Hierarchical Z-Buffer (HZB). The p...
While I was at GDC I had the pleasure of attending the Rendering with Conviction talk by Stephen Hill, one of the topics was so cool that I thought it would ...
One of the good talks I saw at GDC was this one, Rendering With Conviction. Stephen Hill posted his slides for his presentation and you should check them out...
A couple of weekends ago was the 2012 Triangle Game Jam. Our theme of the jam was to generate game titles by madlibs: everyone contributed a list of 5 adject...
A while back I wrote SWIG and a Miss, which is a post about several of the problems I’ve encountered with SWIG. At that time I didn’t have a solution for dea...
There are so many pitfalls you’ll encounter after using SWIG for any extended period of time or with a large enough codebase. I thought I would go over some...
The Global Game Jam 2011 happens later this month and I’m really excited. A few months ago we had our local Triangle Game Jam for the 4th year in a row. It...
This is a pretty awesome memory tool hobby project Jvander Beek of Vanguard Games is working on. I’m a big fan of the physical memory layout / fragmentation...
Awhile ago when I was working on the ShaderEffect Generator I had an idea for another Visual Studio plug-in and quickly got it working. I finally got around...
I’m currently working on a project over at CodePlex that I haven’t published yet because I want to make it a little more awesome before I draw back the curta...
So if you’ve ever tried to change the selection color of the TextBox in WPF, you’ve probably found out really quickly that it’s not really doable in .Net 3.5...
This weekend was great fun, I participated in the first annual 48 hour Global Game Jam. Working on the smash hit, Space Fish.
MSIL is a fantastic language, but then again I loved programming in x86 assembly back in school . The problem with programming in MSIL is the same problem y...
Maybe you’ve been looking at some C++ in the debugger not too long ago and happened across some enum flags on an object in your codebase. However, rather tha...
The Pitch
Awhile ago when I was working on the ShaderEffect Generator I had an idea for another Visual Studio plug-in and quickly got it working. I finally got around...
I’ve released an updated version of my WPF ShaderEffect Generator tool on Codeplex. The release is fairly minor but I figured I’d update my blog anyway.
After learning a lot about integrating tools into Visual Studio (2008/2010), I’m happy to announce a new version of my WPF ShaderEffect Generator tool. (ugh...
I’m currently working on a project over at CodePlex that I haven’t published yet because I want to make it a little more awesome before I draw back the curta...
When generating MSIL it’s often very useful to be able to see what you’re doing. One very handy debugging visualizer I’ve used is Haibo Luo’s DynamicMethod ...
Who watches the threads? Apparently the Visual Studio 2008 debugger. Though, this should come as no surprise to anyone… except for the fact that they watch t...
After beating Minecraft (not really) I thought my addition to these blasted sandbox mining games was satisfied. Sadly, I was wrong. I started playing Terra...
The Global Game Jam 2011 happens later this month and I’m really excited. A few months ago we had our local Triangle Game Jam for the 4th year in a row. It...
We play a lot of Super Smash Brothers Brawl during lunch around here, and occasionally after work there’s additional smashing. I walked in today to find this...
This presentation from DICE by Jesse Schell is pretty insightful. The talk is about how humanity has become dissociated with reality over the years but becau...
So awhile ago I thought, “Wouldn’t it be cool to do heat maps in WPF?”. Well I started playing around with the idea and immediately was side tracked with ho...
Here is a video of a bunch of us playing our game.
[Possessed: The Turing Deception]
The 2010 Global Game Jam starts in just 12 days. I love doing game jams and can’t wait for this one to start. If you’ve ever wanted to break into the game in...
One of the best things about my job is getting to see the games users of our tech are creating. Check out this really cool tech demo from Artifex Mundi.
So back in 2012 for the Triangle Game Jam, I threw together a simple PHP script to generate a set of game names based on the pattern Adjective Noun Verb(er) ...
After beating Minecraft (not really) I thought my addition to these blasted sandbox mining games was satisfied. Sadly, I was wrong. I started playing Terra...
Awhile ago when I was working on the ShaderEffect Generator I had an idea for another Visual Studio plug-in and quickly got it working. I finally got around...
I’ve released an updated version of my WPF ShaderEffect Generator tool on Codeplex. The release is fairly minor but I figured I’d update my blog anyway.
After learning a lot about integrating tools into Visual Studio (2008/2010), I’m happy to announce a new version of my WPF ShaderEffect Generator tool. (ugh...
Here is a video of a bunch of us playing our game.
[Possessed: The Turing Deception]
I was thinking about the [WPF Theme Replacer] some more and there are a few things you should be aware of when designing your theme to work just like a Micro...
So in [Part 1] I explained the basics of theming your WPF application and in [Part 2] I provided a more in-depth discussion of how the styles are applied to ...
I should have wrote a post about this months back, but better late than never. At the Global Game Jam this year my buddy Mike and I teamed up, with some ass...
A couple of weekends ago was the 2012 Triangle Game Jam. Our theme of the jam was to generate game titles by madlibs: everyone contributed a list of 5 adject...
The 2012 Global Game Jam is over and it was another year of awesome games in the Raleigh-Durham – North Carolina area. This week I wanted to put the spotlig...
The Global Game Jam 2011 has ended. I present to you the labors of me and my team. The theme this year was “Extinction”, which I’m happy to say I loved. I...
The Global Game Jam 2011 happens later this month and I’m really excited. A few months ago we had our local Triangle Game Jam for the 4th year in a row. It...
Here is a video of a bunch of us playing our game.
[Possessed: The Turing Deception]
This weekend was great fun, I participated in the first annual 48 hour Global Game Jam. Working on the smash hit, Space Fish.
So I’ve posted a new version of Oxel, grab it here. The new version has several improvements in UI, performance, stability, as well as a brand new re-triang...
Its been awhile since I’ve done an update to my research into occluder generation. If you need a refresher, take a look at:
I managed make it out to Seattle this year for Gamefest and figured I’d share my thoughts on some of the different presentations I saw. They are not availabl...
I didn’t get to see many sessions at GDC this year. One I really wanted to see but didn’t make it to was the talk on “Approximating Translucency for a Fast,...
One of my hobby projects has been to try and implement Morgan McGuire’s Ambient Occlusion Volume (AOV) approach to ambient occlusion on DirectX 11. It’s loo...
After exchanging a few emails with Stephen Hill, he clarified how they were able to cull shadows from the scene using the Hierarchical Z-Buffer (HZB). The p...
While I was at GDC I had the pleasure of attending the Rendering with Conviction talk by Stephen Hill, one of the topics was so cool that I thought it would ...
So awhile ago I thought, “Wouldn’t it be cool to do heat maps in WPF?”. Well I started playing around with the idea and immediately was side tracked with ho...
Back in April I wrote a short post about Activate3D releasing 1.0 of ICM, but unlike the 0.8 alpha version the 1.0 did not ship with a community version.
This is a pretty awesome memory tool hobby project Jvander Beek of Vanguard Games is working on. I’m a big fan of the physical memory layout / fragmentation...
I finally got the green light to make a blog post about what I’ve been working on for the past 3.5 months :D Today is a pretty auspicious day for Activate3D,...
This presentation from DICE by Jesse Schell is pretty insightful. The talk is about how humanity has become dissociated with reality over the years but becau...
If you haven’t gotten a chance yet to check out what Microsoft has planned for the 360 in the coming year, you should check out this video about Project Natal.
GDC is nearly upon us and we’re wrapping up the latest release of the product, Gamebryo Lightspeed. Keep an eye out for updates on the website, or if you pl...
So I’ve posted a new version of Oxel, grab it here. The new version has several improvements in UI, performance, stability, as well as a brand new re-triang...
Its been awhile since I’ve done an update to my research into occluder generation. If you need a refresher, take a look at:
While wrapping up my post for generating simplified occluders for Hierarchical Z-Buffer Occlusion Culling, I was pointed to a paper called Complete Polygonal...
Almost a year ago I wrote a couple of posts on Hierarchical Z-Buffer Occlusion Culling (HZB-OC).
After exchanging a few emails with Stephen Hill, he clarified how they were able to cull shadows from the scene using the Hierarchical Z-Buffer (HZB). The p...
While I was at GDC I had the pleasure of attending the Rendering with Conviction talk by Stephen Hill, one of the topics was so cool that I thought it would ...
A few weeks ago Nick Penwarden highlighted several improvements that we made to Unreal Engine 4 while working on Fortnite Battle Royale.
It took several versions before enough kinks got worked out in Nvidia’s Parallel Nsight Graphics/CUDA debugging application before I could successfully profi...
This is a pretty awesome memory tool hobby project Jvander Beek of Vanguard Games is working on. I’m a big fan of the physical memory layout / fragmentation...
Background
Early on Data-Binding in WPF can be kind of annoying, things aren’t binding correctly, UI isn’t being realized because of it. Searching Google for tips on ho...
There are few things more painful than trying to debug an application in production. So I was very pleased to run across a little tool today that can be use...
So back in 2012 for the Triangle Game Jam, I threw together a simple PHP script to generate a set of game names based on the pattern Adjective Noun Verb(er) ...
A couple of weekends ago was the 2012 Triangle Game Jam. Our theme of the jam was to generate game titles by madlibs: everyone contributed a list of 5 adject...
1/28/2011 6:00 PM
The Global Game Jam 2011 has ended. I present to you the labors of me and my team. The theme this year was “Extinction”, which I’m happy to say I loved. I...
The idea isn’t new, a few people get together one weekend with a common goal; make a game in 48 hours. I have game jams on the mind because the Global Game J...
Does anyone remember Nick(elodeon) Arcade? I think they must have used a a physical area for the users to move in, but I wonder if an intrepid game programme...
The Pitch
Awhile ago when I was working on the ShaderEffect Generator I had an idea for another Visual Studio plug-in and quickly got it working. I finally got around...
I’ve released an updated version of my WPF ShaderEffect Generator tool on Codeplex. The release is fairly minor but I figured I’d update my blog anyway.
After learning a lot about integrating tools into Visual Studio (2008/2010), I’m happy to announce a new version of my WPF ShaderEffect Generator tool. (ugh...
I’m currently working on a project over at CodePlex that I haven’t published yet because I want to make it a little more awesome before I draw back the curta...
So back in 2012 for the Triangle Game Jam, I threw together a simple PHP script to generate a set of game names based on the pattern Adjective Noun Verb(er) ...
Its been awhile since I’ve done an update to my research into occluder generation. If you need a refresher, take a look at:
This is a pretty awesome memory tool hobby project Jvander Beek of Vanguard Games is working on. I’m a big fan of the physical memory layout / fragmentation...
Awhile ago when I was working on the ShaderEffect Generator I had an idea for another Visual Studio plug-in and quickly got it working. I finally got around...
I’ve released an updated version of my WPF ShaderEffect Generator tool on Codeplex. The release is fairly minor but I figured I’d update my blog anyway.
After learning a lot about integrating tools into Visual Studio (2008/2010), I’m happy to announce a new version of my WPF ShaderEffect Generator tool. (ugh...
I managed make it out to Seattle this year for Gamefest and figured I’d share my thoughts on some of the different presentations I saw. They are not availabl...
My new side-side project with DirectX 11 is something that has been bothering me for awhile. Chaining compute shaders with variable length output. Chaining...
I didn’t get to see many sessions at GDC this year. One I really wanted to see but didn’t make it to was the talk on “Approximating Translucency for a Fast,...
One of my hobby projects has been to try and implement Morgan McGuire’s Ambient Occlusion Volume (AOV) approach to ambient occlusion on DirectX 11. It’s loo...
After exchanging a few emails with Stephen Hill, he clarified how they were able to cull shadows from the scene using the Hierarchical Z-Buffer (HZB). The p...
While I was at GDC I had the pleasure of attending the Rendering with Conviction talk by Stephen Hill, one of the topics was so cool that I thought it would ...
So I’ve posted a new version of Oxel, grab it here. The new version has several improvements in UI, performance, stability, as well as a brand new re-triang...
So I have a new page dedicated to the Oxel project located here: http://nickdarnell.com/Oxel. I’ve also started a new project on BitBucket where you’ll be ab...
Almost a year ago I wrote a couple of posts on Hierarchical Z-Buffer Occlusion Culling (HZB-OC).
After exchanging a few emails with Stephen Hill, he clarified how they were able to cull shadows from the scene using the Hierarchical Z-Buffer (HZB). The p...
While I was at GDC I had the pleasure of attending the Rendering with Conviction talk by Stephen Hill, one of the topics was so cool that I thought it would ...
Before I begin let me give you a little background. About a month ago we decided to try and create NUI (Natural User Interface) or Kinect controls for Angry...
Anthropometry (Greek anthropos (άνθρωπος – “man”) and metron (μέτρον – “measure”) therefore “measurement of man”) refers to the measurement of the human i...
I managed make it out to Seattle this year for Gamefest and figured I’d share my thoughts on some of the different presentations I saw. They are not availabl...
Last week we were sitting around the office wondering if it would be possible to place ourselves in a game world with Autodesk’s Project Photofly. How cool ...
Back in April I wrote a short post about Activate3D releasing 1.0 of ICM, but unlike the 0.8 alpha version the 1.0 did not ship with a community version.
Preface
Back in April I wrote a short post about Activate3D releasing 1.0 of ICM, but unlike the 0.8 alpha version the 1.0 did not ship with a community version.
Who would of guessed back in 2009 when I wrote this post. That I would actually end up working on solving those exact problems?
Our PMD CamCube 3.0 arrived over at Activate3D a few days ago, figured I would snap a picture of this bad boy. This thing is one seriously beefy time of fli...
I finally got the green light to make a blog post about what I’ve been working on for the past 3.5 months :D Today is a pretty auspicious day for Activate3D,...
Last week was the start of new things for me. I’ve moved on from Emergent and joined my good friends and fellow bloggers Dan and Shaun over at Activate3D. ...
Before I begin let me give you a little background. About a month ago we decided to try and create NUI (Natural User Interface) or Kinect controls for Angry...
Anthropometry (Greek anthropos (άνθρωπος – “man”) and metron (μέτρον – “measure”) therefore “measurement of man”) refers to the measurement of the human i...
Back in April I wrote a short post about Activate3D releasing 1.0 of ICM, but unlike the 0.8 alpha version the 1.0 did not ship with a community version.
Preface
I finally got the green light to make a blog post about what I’ve been working on for the past 3.5 months :D Today is a pretty auspicious day for Activate3D,...
I was thinking about the [WPF Theme Replacer] some more and there are a few things you should be aware of when designing your theme to work just like a Micro...
So in [Part 1] I explained the basics of theming your WPF application and in [Part 2] I provided a more in-depth discussion of how the styles are applied to ...
For this part I wanted to talk about the style lookup system, things to be aware of and some problems with WPF’s “theming” capability in general. Here are th...
I just finished doing a ton of styling/theming work in WPF, after doing so I had many thoughts and experiences on the subject that I thought I would share. S...
I was thinking about the [WPF Theme Replacer] some more and there are a few things you should be aware of when designing your theme to work just like a Micro...
So in [Part 1] I explained the basics of theming your WPF application and in [Part 2] I provided a more in-depth discussion of how the styles are applied to ...
For this part I wanted to talk about the style lookup system, things to be aware of and some problems with WPF’s “theming” capability in general. Here are th...
I just finished doing a ton of styling/theming work in WPF, after doing so I had many thoughts and experiences on the subject that I thought I would share. S...
A couple of weekends ago was the 2012 Triangle Game Jam. Our theme of the jam was to generate game titles by madlibs: everyone contributed a list of 5 adject...
I finally got the green light to make a blog post about what I’ve been working on for the past 3.5 months :D Today is a pretty auspicious day for Activate3D,...
Background
We play a lot of Super Smash Brothers Brawl during lunch around here, and occasionally after work there’s additional smashing. I walked in today to find this...
While wrapping up my post for generating simplified occluders for Hierarchical Z-Buffer Occlusion Culling, I was pointed to a paper called Complete Polygonal...
Almost a year ago I wrote a couple of posts on Hierarchical Z-Buffer Occlusion Culling (HZB-OC).
After exchanging a few emails with Stephen Hill, he clarified how they were able to cull shadows from the scene using the Hierarchical Z-Buffer (HZB). The p...
While I was at GDC I had the pleasure of attending the Rendering with Conviction talk by Stephen Hill, one of the topics was so cool that I thought it would ...
So for the 2015 Global Game Jam we worked on a multiplayer game called Cowtastrophe. It’s a very silly game, you collect cows, some cows are worth more than ...
So back in 2012 for the Triangle Game Jam, I threw together a simple PHP script to generate a set of game names based on the pattern Adjective Noun Verb(er) ...
The 2012 Global Game Jam is over and it was another year of awesome games in the Raleigh-Durham – North Carolina area. This week I wanted to put the spotlig...
I’ve been spending a lot of time lately rebuilding the old Triangle Game Jam website. Now that it’s done I can get back to new articles. The new site is up a...
A few weeks ago Nick Penwarden highlighted several improvements that we made to Unreal Engine 4 while working on Fortnite Battle Royale.
For the past several months I’ve been refactoring the automation framework off and on for Unreal Engine 4. One of the things that we wanted to bring to the f...
Maybe you’ve been looking at some C++ in the debugger not too long ago and happened across some enum flags on an object in your codebase. However, rather tha...
So for the 2015 Global Game Jam we worked on a multiplayer game called Cowtastrophe. It’s a very silly game, you collect cows, some cows are worth more than ...
So [over at the CLR Team Blog] they’re asking users to send them feedback on what kinds of things they should be focusing on for the next version. Even thoug...
There are few things more painful than trying to debug an application in production. So I was very pleased to run across a little tool today that can be use...
MSIL is a fantastic language, but then again I loved programming in x86 assembly back in school . The problem with programming in MSIL is the same problem y...
World Builder has this great little feature (with a good back story) in it that I added in the early days of its development. The idea started with a challen...
One of the best things about my job is getting to see the games users of our tech are creating. Check out this really cool tech demo from Artifex Mundi.
GDC is nearly upon us and we’re wrapping up the latest release of the product, Gamebryo Lightspeed. Keep an eye out for updates on the website, or if you pl...
One of the best things about my job is getting to see the games users of our tech are creating. Check out this really cool tech demo from Artifex Mundi.
We (Emergent) posted a series of demo videos over at our YouTube channel. They are videos we created prior to GDC’09 for customers and such. These videos dem...
GDC is nearly upon us and we’re wrapping up the latest release of the product, Gamebryo Lightspeed. Keep an eye out for updates on the website, or if you pl...
If you haven’t gotten a chance yet to check out what Microsoft has planned for the 360 in the coming year, you should check out this video about Project Natal.
The Wii Vitality Sensor was just announced at E3 and I’m thrilled. I’ve wanted this type of peripheral for a long time. Think of what knowing the heart rate ...
This video was getting passed around the office a little while back. Figured I would link it here for posterity. It’s Bruce Branit imagination of what a worl...
I didn’t get to see many sessions at GDC this year. One I really wanted to see but didn’t make it to was the talk on “Approximating Translucency for a Fast,...
Does anyone remember Nick(elodeon) Arcade? I think they must have used a a physical area for the users to move in, but I wonder if an intrepid game programme...
I’ve released an updated version of my WPF ShaderEffect Generator tool on Codeplex. The release is fairly minor but I figured I’d update my blog anyway.
After learning a lot about integrating tools into Visual Studio (2008/2010), I’m happy to announce a new version of my WPF ShaderEffect Generator tool. (ugh...
Before I begin let me give you a little background. About a month ago we decided to try and create NUI (Natural User Interface) or Kinect controls for Angry...
Back in April I wrote a short post about Activate3D releasing 1.0 of ICM, but unlike the 0.8 alpha version the 1.0 did not ship with a community version.
Preface
So back in 2012 for the Triangle Game Jam, I threw together a simple PHP script to generate a set of game names based on the pattern Adjective Noun Verb(er) ...
A couple of weekends ago was the 2012 Triangle Game Jam. Our theme of the jam was to generate game titles by madlibs: everyone contributed a list of 5 adject...
I’ve been spending a lot of time lately rebuilding the old Triangle Game Jam website. Now that it’s done I can get back to new articles. The new site is up a...
So I’ve posted a new version of Oxel, grab it here. The new version has several improvements in UI, performance, stability, as well as a brand new re-triang...
So I have a new page dedicated to the Oxel project located here: http://nickdarnell.com/Oxel. I’ve also started a new project on BitBucket where you’ll be ab...
Its been awhile since I’ve done an update to my research into occluder generation. If you need a refresher, take a look at:
When generating MSIL it’s often very useful to be able to see what you’re doing. One very handy debugging visualizer I’ve used is Haibo Luo’s DynamicMethod ...
MSIL is a fantastic language, but then again I loved programming in x86 assembly back in school . The problem with programming in MSIL is the same problem y...
We (Emergent) posted a series of demo videos over at our YouTube channel. They are videos we created prior to GDC’09 for customers and such. These videos dem...
GDC is nearly upon us and we’re wrapping up the latest release of the product, Gamebryo Lightspeed. Keep an eye out for updates on the website, or if you pl...
World Builder has this great little feature (with a good back story) in it that I added in the early days of its development. The idea started with a challen...
We (Emergent) posted a series of demo videos over at our YouTube channel. They are videos we created prior to GDC’09 for customers and such. These videos dem...
If you haven’t gotten a chance yet to check out what Microsoft has planned for the 360 in the coming year, you should check out this video about Project Natal.
The Wii Vitality Sensor was just announced at E3 and I’m thrilled. I’ve wanted this type of peripheral for a long time. Think of what knowing the heart rate ...
Does anyone remember Nick(elodeon) Arcade? I think they must have used a a physical area for the users to move in, but I wonder if an intrepid game programme...
If you haven’t gotten a chance yet to check out what Microsoft has planned for the 360 in the coming year, you should check out this video about Project Natal.
I was thinking about the [WPF Theme Replacer] some more and there are a few things you should be aware of when designing your theme to work just like a Micro...
So in [Part 1] I explained the basics of theming your WPF application and in [Part 2] I provided a more in-depth discussion of how the styles are applied to ...
Anyone that has had extensive experience with WPF and has attempted MVVM knows it’s not perfect. Over the years I’ve attempted many things in an attempt to ...
Early on Data-Binding in WPF can be kind of annoying, things aren’t binding correctly, UI isn’t being realized because of it. Searching Google for tips on ho...
After learning a lot about integrating tools into Visual Studio (2008/2010), I’m happy to announce a new version of my WPF ShaderEffect Generator tool. (ugh...
After learning a lot about integrating tools into Visual Studio (2008/2010), I’m happy to announce a new version of my WPF ShaderEffect Generator tool. (ugh...
We play a lot of Super Smash Brothers Brawl during lunch around here, and occasionally after work there’s additional smashing. I walked in today to find this...
Anyone that has had extensive experience with WPF and has attempted MVVM knows it’s not perfect. Over the years I’ve attempted many things in an attempt to ...
One of the biggest pain points of MVVM is the boilerplate code that is necessary for it to function. The code I’m referring to is the code needed to Hook an...
After exchanging a few emails with Stephen Hill, he clarified how they were able to cull shadows from the scene using the Hierarchical Z-Buffer (HZB). The p...
While I was at GDC I had the pleasure of attending the Rendering with Conviction talk by Stephen Hill, one of the topics was so cool that I thought it would ...
I finally got the green light to make a blog post about what I’ve been working on for the past 3.5 months :D Today is a pretty auspicious day for Activate3D,...
Last week was the start of new things for me. I’ve moved on from Emergent and joined my good friends and fellow bloggers Dan and Shaun over at Activate3D. ...
One of my hobby projects has been to try and implement Morgan McGuire’s Ambient Occlusion Volume (AOV) approach to ambient occlusion on DirectX 11. It’s loo...
There’s a pretty cool paper on Ambient Occlusion Volumes I was reading awhile back by Morgan McGuire, the technique actually uses volumes to calculate what p...
Back in April I wrote a short post about Activate3D releasing 1.0 of ICM, but unlike the 0.8 alpha version the 1.0 did not ship with a community version.
I finally got the green light to make a blog post about what I’ve been working on for the past 3.5 months :D Today is a pretty auspicious day for Activate3D,...
Back in April I wrote a short post about Activate3D releasing 1.0 of ICM, but unlike the 0.8 alpha version the 1.0 did not ship with a community version.
Preface
A while back I wrote SWIG and a Miss, which is a post about several of the problems I’ve encountered with SWIG. At that time I didn’t have a solution for dea...
There are so many pitfalls you’ll encounter after using SWIG for any extended period of time or with a large enough codebase. I thought I would go over some...
For the past several months I’ve been refactoring the automation framework off and on for Unreal Engine 4. One of the things that we wanted to bring to the f...
Almost a year ago I wrote a couple of posts on Hierarchical Z-Buffer Occlusion Culling (HZB-OC).
Its been awhile since I’ve done an update to my research into occluder generation. If you need a refresher, take a look at:
Almost a year ago I wrote a couple of posts on Hierarchical Z-Buffer Occlusion Culling (HZB-OC).
So I’ve posted a new version of Oxel, grab it here. The new version has several improvements in UI, performance, stability, as well as a brand new re-triang...
So I have a new page dedicated to the Oxel project located here: http://nickdarnell.com/Oxel. I’ve also started a new project on BitBucket where you’ll be ab...
One of the really nice features of WPF is that it comes with a Dispatcher for executing code coming off a thread different from your UI thread. It’s not sub...
One of the really nice features of WPF is that it comes with a Dispatcher for executing code coming off a thread different from your UI thread. It’s not sub...
MSIL is a fantastic language, but then again I loved programming in x86 assembly back in school . The problem with programming in MSIL is the same problem y...
There are few things more painful than trying to debug an application in production. So I was very pleased to run across a little tool today that can be use...
There are few things more painful than trying to debug an application in production. So I was very pleased to run across a little tool today that can be use...
Was reading one of the feature articles over at Gamasutra Custom Tools: Environment Artists and Game Editors. Was a good read; from my experience I would hav...
Was reading one of the feature articles over at Gamasutra Custom Tools: Environment Artists and Game Editors. Was a good read; from my experience I would hav...
This video was getting passed around the office a little while back. Figured I would link it here for posterity. It’s Bruce Branit imagination of what a worl...
This video was getting passed around the office a little while back. Figured I would link it here for posterity. It’s Bruce Branit imagination of what a worl...
The Wii Vitality Sensor was just announced at E3 and I’m thrilled. I’ve wanted this type of peripheral for a long time. Think of what knowing the heart rate ...
The Wii Vitality Sensor was just announced at E3 and I’m thrilled. I’ve wanted this type of peripheral for a long time. Think of what knowing the heart rate ...
Collaborative Game Editing
Collaborative Game Editing
Who watches the threads? Apparently the Visual Studio 2008 debugger. Though, this should come as no surprise to anyone… except for the fact that they watch t...
Who watches the threads? Apparently the Visual Studio 2008 debugger. Though, this should come as no surprise to anyone… except for the fact that they watch t...
The two most common filters used in any UI are “Begins With” and “Contains” substring. However, both of these filters are non optimal because they tend to fa...
I think the most annoying thing about WPF is that for any given task everything goes fine, for a few hours, then you do something and you’re stumped why it’s...
So I wanted to make a really nice looking WPF TabItems and went looking for some examples of how other people have done it. I really only found one quality ...
So I wanted to make a really nice looking WPF TabItems and went looking for some examples of how other people have done it. I really only found one quality ...
So if you’ve ever tried to change the selection color of the TextBox in WPF, you’ve probably found out really quickly that it’s not really doable in .Net 3.5...
So if you’ve ever tried to change the selection color of the TextBox in WPF, you’ve probably found out really quickly that it’s not really doable in .Net 3.5...
So if you’ve ever tried to change the selection color of the TextBox in WPF, you’ve probably found out really quickly that it’s not really doable in .Net 3.5...
So if you’ve ever tried to change the selection color of the TextBox in WPF, you’ve probably found out really quickly that it’s not really doable in .Net 3.5...
So if you’ve ever tried to change the selection color of the TextBox in WPF, you’ve probably found out really quickly that it’s not really doable in .Net 3.5...
If you haven’t had a chance to mess around with an AdornerDecorator, I highly recommend that you do. They’re extremely useful because they allow you to over...
If you haven’t had a chance to mess around with an AdornerDecorator, I highly recommend that you do. They’re extremely useful because they allow you to over...
World Builder has this great little feature (with a good back story) in it that I added in the early days of its development. The idea started with a challen...
World Builder has this great little feature (with a good back story) in it that I added in the early days of its development. The idea started with a challen...
One thing I really enjoy doing is duplicating effects in WPF that I’ve seen in other applications. One I like a lot for directory browsers and content browse...
One thing I really enjoy doing is duplicating effects in WPF that I’ve seen in other applications. One I like a lot for directory browsers and content browse...
I’m currently working on a project over at CodePlex that I haven’t published yet because I want to make it a little more awesome before I draw back the curta...
So awhile ago I thought, “Wouldn’t it be cool to do heat maps in WPF?”. Well I started playing around with the idea and immediately was side tracked with ho...
This presentation from DICE by Jesse Schell is pretty insightful. The talk is about how humanity has become dissociated with reality over the years but becau...
So [over at the CLR Team Blog] they’re asking users to send them feedback on what kinds of things they should be focusing on for the next version. Even thoug...
So [over at the CLR Team Blog] they’re asking users to send them feedback on what kinds of things they should be focusing on for the next version. Even thoug...
So [over at the CLR Team Blog] they’re asking users to send them feedback on what kinds of things they should be focusing on for the next version. Even thoug...
So I was thinking about what [Jesse Schell was saying in his DICE presentation] while brushing my teeth this morning. About 90% of the way through the prese...
So I was thinking about what [Jesse Schell was saying in his DICE presentation] while brushing my teeth this morning. About 90% of the way through the prese...
So I was thinking about what [Jesse Schell was saying in his DICE presentation] while brushing my teeth this morning. About 90% of the way through the prese...
One of the good talks I saw at GDC was this one, Rendering With Conviction. Stephen Hill posted his slides for his presentation and you should check them out...
One of the good talks I saw at GDC was this one, Rendering With Conviction. Stephen Hill posted his slides for his presentation and you should check them out...
One of the biggest pain points of MVVM is the boilerplate code that is necessary for it to function. The code I’m referring to is the code needed to Hook an...
One of the biggest pain points of MVVM is the boilerplate code that is necessary for it to function. The code I’m referring to is the code needed to Hook an...
We play a lot of Super Smash Brothers Brawl during lunch around here, and occasionally after work there’s additional smashing. I walked in today to find this...
We play a lot of Super Smash Brothers Brawl during lunch around here, and occasionally after work there’s additional smashing. I walked in today to find this...
After exchanging a few emails with Stephen Hill, he clarified how they were able to cull shadows from the scene using the Hierarchical Z-Buffer (HZB). The p...
Last week was the start of new things for me. I’ve moved on from Emergent and joined my good friends and fellow bloggers Dan and Shaun over at Activate3D. ...
Last week was the start of new things for me. I’ve moved on from Emergent and joined my good friends and fellow bloggers Dan and Shaun over at Activate3D. ...
I’ve released an updated version of my WPF ShaderEffect Generator tool on Codeplex. The release is fairly minor but I figured I’d update my blog anyway.
Background
Background
I finally got the green light to make a blog post about what I’ve been working on for the past 3.5 months :D Today is a pretty auspicious day for Activate3D,...
I finally got the green light to make a blog post about what I’ve been working on for the past 3.5 months :D Today is a pretty auspicious day for Activate3D,...
Our PMD CamCube 3.0 arrived over at Activate3D a few days ago, figured I would snap a picture of this bad boy. This thing is one seriously beefy time of fli...
Our PMD CamCube 3.0 arrived over at Activate3D a few days ago, figured I would snap a picture of this bad boy. This thing is one seriously beefy time of fli...
Our PMD CamCube 3.0 arrived over at Activate3D a few days ago, figured I would snap a picture of this bad boy. This thing is one seriously beefy time of fli...
Anyone that has had extensive experience with WPF and has attempted MVVM knows it’s not perfect. Over the years I’ve attempted many things in an attempt to ...
Anyone that has had extensive experience with WPF and has attempted MVVM knows it’s not perfect. Over the years I’ve attempted many things in an attempt to ...
This is a pretty awesome memory tool hobby project Jvander Beek of Vanguard Games is working on. I’m a big fan of the physical memory layout / fragmentation...
This is a pretty awesome memory tool hobby project Jvander Beek of Vanguard Games is working on. I’m a big fan of the physical memory layout / fragmentation...
One of my hobby projects has been to try and implement Morgan McGuire’s Ambient Occlusion Volume (AOV) approach to ambient occlusion on DirectX 11. It’s loo...
One of my hobby projects has been to try and implement Morgan McGuire’s Ambient Occlusion Volume (AOV) approach to ambient occlusion on DirectX 11. It’s loo...
I’ve talked about AtomineerUtils before on my blog very briefly several months back when I first discovered it. I’ve now been using it pretty much straight ...
Every now and then I wonder what decisions might be different if I had access to a cloud of machines dedicated to baking game assets or solving other highly ...
It took several versions before enough kinks got worked out in Nvidia’s Parallel Nsight Graphics/CUDA debugging application before I could successfully profi...
It took several versions before enough kinks got worked out in Nvidia’s Parallel Nsight Graphics/CUDA debugging application before I could successfully profi...
It took several versions before enough kinks got worked out in Nvidia’s Parallel Nsight Graphics/CUDA debugging application before I could successfully profi...
I didn’t get to see many sessions at GDC this year. One I really wanted to see but didn’t make it to was the talk on “Approximating Translucency for a Fast,...
I didn’t get to see many sessions at GDC this year. One I really wanted to see but didn’t make it to was the talk on “Approximating Translucency for a Fast,...
Who would of guessed back in 2009 when I wrote this post. That I would actually end up working on solving those exact problems?
Who would of guessed back in 2009 when I wrote this post. That I would actually end up working on solving those exact problems?
My new side-side project with DirectX 11 is something that has been bothering me for awhile. Chaining compute shaders with variable length output. Chaining...
My new side-side project with DirectX 11 is something that has been bothering me for awhile. Chaining compute shaders with variable length output. Chaining...
My new side-side project with DirectX 11 is something that has been bothering me for awhile. Chaining compute shaders with variable length output. Chaining...
My new side-side project with DirectX 11 is something that has been bothering me for awhile. Chaining compute shaders with variable length output. Chaining...
My new side-side project with DirectX 11 is something that has been bothering me for awhile. Chaining compute shaders with variable length output. Chaining...
Almost a year ago I wrote a couple of posts on Hierarchical Z-Buffer Occlusion Culling (HZB-OC).
After beating Minecraft (not really) I thought my addition to these blasted sandbox mining games was satisfied. Sadly, I was wrong. I started playing Terra...
After beating Minecraft (not really) I thought my addition to these blasted sandbox mining games was satisfied. Sadly, I was wrong. I started playing Terra...
After beating Minecraft (not really) I thought my addition to these blasted sandbox mining games was satisfied. Sadly, I was wrong. I started playing Terra...
Back in April I wrote a short post about Activate3D releasing 1.0 of ICM, but unlike the 0.8 alpha version the 1.0 did not ship with a community version.
Back in April I wrote a short post about Activate3D releasing 1.0 of ICM, but unlike the 0.8 alpha version the 1.0 did not ship with a community version.
Back in April I wrote a short post about Activate3D releasing 1.0 of ICM, but unlike the 0.8 alpha version the 1.0 did not ship with a community version.
About a year ago I got tired of trying to keep the mounting supply of PDFs and PowerPoint slides I’ve collected over the years organized. They weren’t searc...
About a year ago I got tired of trying to keep the mounting supply of PDFs and PowerPoint slides I’ve collected over the years organized. They weren’t searc...
About a year ago I got tired of trying to keep the mounting supply of PDFs and PowerPoint slides I’ve collected over the years organized. They weren’t searc...
About a year ago I got tired of trying to keep the mounting supply of PDFs and PowerPoint slides I’ve collected over the years organized. They weren’t searc...
Last week we were sitting around the office wondering if it would be possible to place ourselves in a game world with Autodesk’s Project Photofly. How cool ...
I managed make it out to Seattle this year for Gamefest and figured I’d share my thoughts on some of the different presentations I saw. They are not availabl...
I managed make it out to Seattle this year for Gamefest and figured I’d share my thoughts on some of the different presentations I saw. They are not availabl...
While wrapping up my post for generating simplified occluders for Hierarchical Z-Buffer Occlusion Culling, I was pointed to a paper called Complete Polygonal...
While wrapping up my post for generating simplified occluders for Hierarchical Z-Buffer Occlusion Culling, I was pointed to a paper called Complete Polygonal...
While wrapping up my post for generating simplified occluders for Hierarchical Z-Buffer Occlusion Culling, I was pointed to a paper called Complete Polygonal...
While wrapping up my post for generating simplified occluders for Hierarchical Z-Buffer Occlusion Culling, I was pointed to a paper called Complete Polygonal...
Merging is a fact of life for most of us. Eventually two users touch the same files and a conflict must be resolved. For programmers merging is a daily act...
Merging is a fact of life for most of us. Eventually two users touch the same files and a conflict must be resolved. For programmers merging is a daily act...
Anthropometry (Greek anthropos (άνθρωπος – “man”) and metron (μέτρον – “measure”) therefore “measurement of man”) refers to the measurement of the human i...
Before I begin let me give you a little background. About a month ago we decided to try and create NUI (Natural User Interface) or Kinect controls for Angry...
The 2012 Global Game Jam is over and it was another year of awesome games in the Raleigh-Durham – North Carolina area. This week I wanted to put the spotlig...
So I have a new page dedicated to the Oxel project located here: http://nickdarnell.com/Oxel. I’ve also started a new project on BitBucket where you’ll be ab...
A few days ago Morgan McGuire added a post on his blog about the absence of a good cross platform tool for depixelizing pixel art for higher resolutions purp...
A few days ago Morgan McGuire added a post on his blog about the absence of a good cross platform tool for depixelizing pixel art for higher resolutions purp...
A few days ago Morgan McGuire added a post on his blog about the absence of a good cross platform tool for depixelizing pixel art for higher resolutions purp...
A few days ago Morgan McGuire added a post on his blog about the absence of a good cross platform tool for depixelizing pixel art for higher resolutions purp...
A few days ago Morgan McGuire added a post on his blog about the absence of a good cross platform tool for depixelizing pixel art for higher resolutions purp...
A few days ago Morgan McGuire added a post on his blog about the absence of a good cross platform tool for depixelizing pixel art for higher resolutions purp...
I should have wrote a post about this months back, but better late than never. At the Global Game Jam this year my buddy Mike and I teamed up, with some ass...
So back in 2012 for the Triangle Game Jam, I threw together a simple PHP script to generate a set of game names based on the pattern Adjective Noun Verb(er) ...
So back in 2012 for the Triangle Game Jam, I threw together a simple PHP script to generate a set of game names based on the pattern Adjective Noun Verb(er) ...
So for the 2015 Global Game Jam we worked on a multiplayer game called Cowtastrophe. It’s a very silly game, you collect cows, some cows are worth more than ...
Maybe you’ve been looking at some C++ in the debugger not too long ago and happened across some enum flags on an object in your codebase. However, rather tha...
Maybe you’ve been looking at some C++ in the debugger not too long ago and happened across some enum flags on an object in your codebase. However, rather tha...
A few weeks ago Nick Penwarden highlighted several improvements that we made to Unreal Engine 4 while working on Fortnite Battle Royale.
A few weeks ago Nick Penwarden highlighted several improvements that we made to Unreal Engine 4 while working on Fortnite Battle Royale.
A few weeks ago Nick Penwarden highlighted several improvements that we made to Unreal Engine 4 while working on Fortnite Battle Royale.
I’ve been playing with ChatGPT and it’s kind of incredible. After toying with it for awhile a thought hit me, that this could replace something like Fancy G...