Archive for category Portfolio
Its goal is to provide a clean API to abstract your game world organization into entities, components and systems.
Artemis has no dependencies (for PC, in Xbox and Windows Phone 7 we have one) and can be used with any game framework or library, 2D or 3D, and even multiplatform, if you use it with Mono/MonoTouch/Mono4Android.
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After quite a long time, we are releasing a new version of our C# Entity System called Artemis. It was born as a port of the original Java Artemis, but as the time is passing, they are diverging more and more. In this version we started to use more .Net Features (like Data Attributes and Events) to make everyones life a bit easier Leia o resto desse post »
In the last few days we (me and LinuxLich) implemented some cool new features in our C# version of Artemis.
Summarizing, Artemis is a high performance Entity System framework for games, originally written in Java by Arni Arent and Tiago Costa, now ported to C# by us.
Its goal is to provide a clean API to abstract your game world organization into entities, components and systems. Leia o resto desse post »
This post will show a simple implementation of a gaussian blur effect with edge preservation.
Segue Link para apresentação que fizemos no evento Pira Gamedev 2012 sobre Introdução à Shader e pipeline programável.
As a lot of people know we´ve been developing the Ploobs Engine for 2 years, and in this time we’ve reached a point we never dreamed of, talking about level of details and performance of our engine, but every time someone ask us to show our features we found ourselves in a big trouble. So we decided to go beyond and venture in the gamedesign world. We know there will be a long road, but we decided to share our experience with you, our audience. Leia o resto desse post »
Hi, This tutorial is the first from the series: PloobsEngine Advanced Tutorials. It will talk about how to use normal, specular, glow and paralax mapping with PloobsEngine. (tutorials series here)
One of the greatest beneficts of Deferred Shading is the possibility of separating the light and geometry calculation. For us, in simple way, this mean that we dont need to rewrite all the phong calculation in every shader we build. The materials are just different ways of processing the geometry, the lighting evaluations remains exactely the same.
Hi all. This tutorial will be diferent from previous ones. We will talk about how to use the engine intrinsic objects to handle common tasks like loading/creating assets, render objects and recover graphic related datas. (tutorials series here)
We already used most of this functions in the last tutorials, but now we will explain each of them in great details.
This tutorial is the last from the series Introduction Demos, the next ones will talk about more advanced features.
Este post irá falar um pouco sobre um renderizador baseado em raytracing que eu implementei um tempo atrás usando XNA 3.1 e C#.
Iniciarei com uma introducão teória (fácil de acompanhar) e em seguida mostrarei alguns detalhes da implementação.
This tutorial will talk about the PloobsEngine Initialization Parameters. (tutorials series here)
The tutorials so far used some “curious” options when initializing the engine, now we will talk about each of those misterious choices. =P
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