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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Latest Comments for David20321</title><link>http://disqus.com/by/David20321/</link><description></description><atom:link href="http://disqus.com/David20321/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Wed, 21 Feb 2024 19:30:15 -0000</lastBuildDate><item><title>Re: Volumetric heat diffusion skinning</title><link>http://blog.wolfire.com/2009/11/volumetric-heat-diffusion-skinning/#comment-6396954961</link><description>&lt;p&gt;I'm not sure how accurate my memory is at this point, but I think the difference between the foot heat distribution and the final vertex weights may just be that the latter reflects the normalized sum of the heat from all of the other bones. E.g. the shin vertices have so much more heat from the shin bone than from the foot that when added together and normalized, there is no longer any visible contribution from the foot bone except at the ankle joint. You can use power functions to control how soft the transition should be between different bones.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Wed, 21 Feb 2024 19:30:15 -0000</pubDate></item><item><title>Re: Character normal maps</title><link>http://blog.wolfire.com/2009/10/character-normal-maps/#comment-4743752619</link><description>&lt;p&gt;It's been a while since I wrote this, but it looks like I was trying to use the greyscale view to illustrate how object-space normal maps can be used directly without much math, at least for directional lights!&lt;/p&gt;&lt;p&gt;The final version used a more standard approach, where we remap the texture color to the normal vector using &lt;code&gt;normal_object.xyz = (texel_color.rgb * 2.0) - 1.0&lt;/code&gt;, then convert it to world space with &lt;code&gt;normal_world = object_to_world * normal_object&lt;/code&gt;, and then for each light source we calculate something like &lt;code&gt;total_light += max(dot(normal_world, light_dir), 0.0)&lt;/code&gt;.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Fri, 03 Jan 2020 12:01:57 -0000</pubDate></item><item><title>Re: Receiver 2019 Update - Wolfire Games Blog</title><link>http://blog.wolfire.com/2019/09/Receiver-2019-Update#comment-4616219260</link><description>&lt;p&gt;That's a good point! In the meantime we added a beta branch on Steam for the previous update to make it easier to roll back if needed.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Sat, 14 Sep 2019 20:47:50 -0000</pubDate></item><item><title>Re: Overgrowth a213 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2015/12/Overgrowth-a213-video-changelog#comment-2417601549</link><description>&lt;p&gt;We are focusing on prototyping the level geometry at the moment, and will do a detail pass later! In the past we've erred on the side of focusing on details before getting the broad strokes in, and now we're trying the opposite approach.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Sat, 19 Dec 2015 14:46:03 -0000</pubDate></item><item><title>Re: Character Design - Wolfire Games Blog</title><link>http://blog.wolfire.com/2015/12/Character-Design#comment-2403827621</link><description>&lt;p&gt;We are definitely working on the lighting and shading in parallel with the gameplay prototyping, and we will bring it all together eventually. For now we're trying to take a step back from focusing on details to get the big picture under control -- saving details for the polish phase.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Thu, 10 Dec 2015 16:31:01 -0000</pubDate></item><item><title>Re: Overgrowth Weekly Q&amp;A #13 - Wolfire Games Blog</title><link>http://blog.wolfire.com/2015/06/Overgrowth-Weekly-Q-A-13#comment-2074357852</link><description>&lt;p&gt;I think you make good points -- Jeff and John are around often, and they are usually the voice of reason, and say basically what you are saying. Our next step is to focus on the arena, because we can focus on gameplay there without worrying too much about narrative.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Thu, 11 Jun 2015 15:58:21 -0000</pubDate></item><item><title>Re: Overgrowth Weekly Q&amp;A #13 - Wolfire Games Blog</title><link>http://blog.wolfire.com/2015/06/Overgrowth-Weekly-Q-A-13#comment-2074347712</link><description>&lt;p&gt;How does the CPU compare? It's possible that the GPU is not the bottleneck at all.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Thu, 11 Jun 2015 15:52:51 -0000</pubDate></item><item><title>Re: Overgrowth Weekly Q&amp;A #6 - Wolfire Games Blog</title><link>http://blog.wolfire.com/2015/01/Overgrowth-Weekly-Q-A-6#comment-1829960536</link><description>&lt;p&gt;I did that several times in the last week -- you can subscribe to WolfireDavid and WolfireAubrey on Twitch&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Sun, 01 Feb 2015 22:08:09 -0000</pubDate></item><item><title>Re: Overgrowth Weekly Q&amp;A #6 - Wolfire Games Blog</title><link>http://blog.wolfire.com/2015/01/Overgrowth-Weekly-Q-A-6#comment-1824669540</link><description>&lt;p&gt;They didn't pay for it, we just thought it would be fun!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Thu, 29 Jan 2015 18:58:55 -0000</pubDate></item><item><title>Re: Overgrowth a206 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2014/06/Overgrowth-a206-video-changelog#comment-1424820934</link><description>&lt;p&gt;You can send bug emails to bugs@wolfire.com , with a description of the bug and your hardware specs (OS, GPU, CPU, RAM).&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Sat, 07 Jun 2014 23:42:11 -0000</pubDate></item><item><title>Re: Overgrowth a206 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2014/06/Overgrowth-a206-video-changelog#comment-1424776642</link><description>&lt;p&gt;Please send an email to bugs@wolfire.com with your graphics card and OS, and I can follow up there.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Sat, 07 Jun 2014 22:33:38 -0000</pubDate></item><item><title>Re: Art Asset Overview #42 and Factbook: Rabbit Habitation</title><link>http://blog.wolfire.com/2013/11/Art-Asset-Overview-42-and-Factbook-Rabbit-Habitation#comment-1133222170</link><description>&lt;p&gt;I was thinking that kind of armor could use the existing mesh shown here, but with added components like you say -- a rigid helmet, breastplate, arm protectors, and so on.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Thu, 21 Nov 2013 13:53:19 -0000</pubDate></item><item><title>Re: Art Asset Overview #42 and Factbook: Rabbit Habitation</title><link>http://blog.wolfire.com/2013/11/Art-Asset-Overview-42-and-Factbook-Rabbit-Habitation#comment-1131720245</link><description>&lt;p&gt;I think the modular armor will still exist, but it will be used more for plates and other rigid components. The built-in armor is more of a base layer.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Wed, 20 Nov 2013 15:54:14 -0000</pubDate></item><item><title>Re: Overgrowth a202 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2013/11/Overgrowth-a202-video-changelog#comment-1118589153</link><description>&lt;p&gt;Please send an email to contact@wolfire.com, and we will take care of your refund. For your other questions, I work on Overgrowth full-time, and I'm hoping it will be complete within a year or so. My current plan is to focus on bringing the gameplay together into fun levels, and then integrate that with the new dialogue system to make the story mode.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Mon, 11 Nov 2013 16:08:00 -0000</pubDate></item><item><title>Re: Overgrowth a202 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2013/11/Overgrowth-a202-video-changelog#comment-1117343232</link><description>&lt;p&gt;I am using Freetype directly, and rendering entire strings at once instead of using glyph atlases. Each text field has its own little texture that is only rasterized as needed. Here is the blog post about it:&lt;/p&gt;&lt;p&gt;&lt;a href="http://blog.wolfire.com/2013/03/High-quality-text-rendering" rel="nofollow noopener" target="_blank" title="http://blog.wolfire.com/2013/03/High-quality-text-rendering"&gt;http://blog.wolfire.com/201...&lt;/a&gt;&lt;/p&gt;&lt;p&gt;I might start using some kind of glyph atlas as well if we need a lot of text animation, but most of the text right now is pretty static.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Sun, 10 Nov 2013 20:13:03 -0000</pubDate></item><item><title>Re: Templar - About Templar</title><link>http://www.templarbook.com/about#comment-957865207</link><description>&lt;p&gt;Is there anyway to purchase it digitally to read on an iPad or similar device?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Wed, 10 Jul 2013 16:27:35 -0000</pubDate></item><item><title>Re: Overgrowth a199 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2013/06/Overgrowth-a199-video-changelog#comment-938993362</link><description>&lt;p&gt;There is support for holding two weapons, but the second weapon is not really used for combat yet.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Sat, 22 Jun 2013 22:27:03 -0000</pubDate></item><item><title>Re: Overgrowth a199 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2013/06/Overgrowth-a199-video-changelog#comment-938992627</link><description>&lt;p&gt;It's mostly limiting if you are trying to do something unusual and technical, like the procedural levels in Receiver; there were a lot of easy optimizations that I could have made if I had more low-level control.&lt;/p&gt;&lt;p&gt;Getting precise control of collision response in general is also difficult using the physics API that they expose, since you can't get a detailed list of all the contacts of a collision check.&lt;/p&gt;&lt;p&gt;Writing an engine from scratch is no cake walk either; I just have more patience for trying to solve problems from the ground up instead of working around an incomplete solution.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Sat, 22 Jun 2013 22:25:14 -0000</pubDate></item><item><title>Re: Overgrowth a199 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2013/06/Overgrowth-a199-video-changelog#comment-935929062</link><description>&lt;p&gt;Unity has been really useful for game jams and prototypes, but even then I am constantly bumping into technical boundaries of the engine, so I suspect I would find it too restrictive for a long-term project.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Wed, 19 Jun 2013 18:56:13 -0000</pubDate></item><item><title>Re: Receiver’s Greenlight Journey - Wolfire Games Blog</title><link>http://blog.wolfire.com/2013/04/Receivers-Greenlight-Journey#comment-912953855</link><description>&lt;p&gt;You can get it from the Humble store page linked from your purchase email, or from the Receiver thread in the Preorder Forum.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Wed, 29 May 2013 14:21:03 -0000</pubDate></item><item><title>Re: Receiver’s Greenlight Journey - Wolfire Games Blog</title><link>http://blog.wolfire.com/2013/04/Receivers-Greenlight-Journey#comment-881093701</link><description>&lt;p&gt;I would like to, if we can figure out how! It's difficult to optimize performance in procedural levels without access to the engine code (for caching shadow maps, dynamically calculating occlusion, and so on).&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Wed, 01 May 2013 03:52:46 -0000</pubDate></item><item><title>Re: Receiver’s Greenlight Journey - Wolfire Games Blog</title><link>http://blog.wolfire.com/2013/04/Receivers-Greenlight-Journey#comment-881090213</link><description>&lt;p&gt;We are still working on it -- should have some updates to show pretty soon!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Wed, 01 May 2013 03:41:04 -0000</pubDate></item><item><title>Re: GDC13 Summary: Animation Bootcamp Part 1/6</title><link>http://blog.wolfire.com/2013/04/GDC13-Summary-Animation-Bootcamp-Part-1-6#comment-853304845</link><description>&lt;p&gt;I'm working hard on Overgrowth, and I also like to contribute to the community by sharing information useful to game developers and students. It took an hour or two to write up all six posts, so it's not taking that much time from development. I'm just spacing it out because that's a lot to read in one sitting!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Fri, 05 Apr 2013 13:22:51 -0000</pubDate></item><item><title>Re: Overgrowth a198 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2013/03/Overgrowth-a198-video-changelog#comment-834901611</link><description>&lt;p&gt;I'm thinking that might actually be an issue with 64-bit vs 32-bit that just manifests as libc -- I'm still investigating that, but might not have time to do a more thorough compatibility pass until the arena mode is complete.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Tue, 19 Mar 2013 14:35:29 -0000</pubDate></item><item><title>Re: Overgrowth a198 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2013/03/Overgrowth-a198-video-changelog#comment-834896406</link><description>&lt;p&gt;I would like to integrate story into the arena and raider mode, since procedural narrative really seems like a more interesting and feasible space to explore than linear cutscenes: more like FTL or Mount &amp;amp; Blade, and less like God of War or Max Payne.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David</dc:creator><pubDate>Tue, 19 Mar 2013 14:28:58 -0000</pubDate></item></channel></rss>