Donate?
Topics
Balder3D Binary Man Commodore 64 CUDA Demoscene DirectX DirectX11 DirectX12 Fractal Game Camp Game programming Gaming General Graphics Grill Simulator 360 Kinect Math Parallel Computing Shaders Silverlight Spill Technology Tutorial Uncategorized Unity Windows 8 Windows 10 Windows Phone XNA XNA Shader Tutorialpetriw
- RT @Hoffgame: Want a game where you befriend an ox and smash your way to riches? You can do that and more in #ikoneiisland, which just laun… 5 months ago
- Been working on some things for my Space Flight Simulator over the summer, feel free to join, might be interesting… twitter.com/i/web/status/1… 5 months ago
- RT @babylonjs: We'd like to formally introduce the next version of the Babylon Platform - #BabylonJS5 🥳🥳🥳 Blog: aka.ms/5.0_Blog… 8 months ago
- RT @PlayReentry: Real-time data monitoring of the Lunar Module in the Apollo Mission Control #multiplayer module in Reentry. #gamedev #gdc… 10 months ago
- Very happy to see N9 creating content for @PlayReentry! In this video, he will prepare and ignite those powerful F1… twitter.com/i/web/status/1… 10 months ago
- PMDG 737 for Microsoft Flight Simulator - Preview Trailer youtu.be/6HGIMzon84E via @YouTube #msfs2020 #fs2020 11 months ago
Blogroll
-
Join 208 other subscribers
Meta
Category Archives: Balder3D
Balder on Dr Dobb’s!
An article about Balder( The 3D Engine Einar Ingebrigtsen and me have been working on) and paralell processing has been written on Dr. Dobb’s http://www.ddj.com/windows/219400636 by Gaston Hillar. Einar have been working on optimizing Balder a lot during the summer and … Continue reading
Posted in Balder3D
Leave a comment
Texture support in Balder
Balder now got support for textures! You can read more about it, and see a real-time example of it, on the following blog entry by Einar Ingebrigtsen:http://www.ingebrigtsen.info/post/2009/05/19/Balder-gets-its-long-awaited-texture-support.aspx This looks really neat and the engine have progressed a lot during the … Continue reading
Posted in Balder3D
Leave a comment
Pseudodepth and lights in Balder
After a few hours in the world of Balder, I managed to fight the evil wizard of the Z-buffer and projection mapping for rendering sprites correctly. Or, at least I hope so! I used the distance vector from origo( using … Continue reading
Posted in Balder3D
Leave a comment
An update on Balder!
Einar have done a great job on software rendering in balder, and have posted an update-post on the work that have been done there: http://www.ingebrigtsen.info/post/2009/05/05/Software-rendering-in-Balder.aspx A good read for those of you who want to take a look at Balder! … Continue reading
XNA as a target platform for Balder3D
I had a meeting with Einar Ingebrigtsen yesterday about Balder and our goals for release 1. So, after the meeting, I started on making XNA as a taget platform for Balder. I have a few challenges on getting it up … Continue reading
Posted in Balder3D
Leave a comment