Zelimir Fedoran
email zelimir.fedoran@gmail.com
June 2011

Bubble Bound 3

A more stable rewrite of Bubble Bound 2 made for a 2 day game event at TIFF.

Posted on
June 24th, 2011
Tags
, ,


November 2010

Profiling on the Xbox 360

When confronted with a new problem I like to brainstorm possible solutions on paper. Doing this allows me to find other problems that I may otherwise miss. Also, it is a good way to figure out how much processing time a solution may eat up.

Posted on
November 26th, 2010
Tags
, ,


June 2010

Procedural Caves!

I made some modifications to the previous terrain generator to allow it to generate cave like features. I have included source code for the new 3d perlin noise function.

Posted on
June 2nd, 2010
Tags
, ,


May 2010

Voxel Picking

This is a fairly simple update but it is an important step towards being able to “poke holes into a mountain“. I have a few more important decisions to make before I can start working on fully destructible environments.

Posted on
May 26th, 2010
Tags
, ,

Procedural Terrain!

In this post I show off the new terrain generator. It generates various terrain styles by using height-maps which are procedurally generated using a simple perlin noise function. As an added bonus, I have included the source code for the noise function.

Posted on
May 19th, 2010
Tags
, ,

Asynchronous Resource Loading

Large numbers of voxels can cause the Xbox 360 to run out of memory and crash. To free up memory on large maps I have reduced the rendering distance, added some fog, and added an asynchronous graphics resource loader.

Posted on
May 11th, 2010
Tags
, ,

Textured Voxels!

The triangle count optimizations I made in my previous post cause textures to appear stretched. In this post I outline my solution to generating correctly repeated tiles while still using a texture atlas.

Posted on
May 2nd, 2010
Tags
, ,


April 2010

Reducing Triangle Count

In this post I implemented two optimizations to reduce the number of triangles drawn by up to 70%. However, one of these optimizations requires extra draw calls which are just too expensive on the Xbox 360.

Posted on
April 30th, 2010
Tags
, ,

Rendering Voxels

With large destructible voxel based environments in mind, I have started development on orion. In this post I outline some of the rendering strategies for drawing lots of voxels.

Posted on
April 21st, 2010
Tags
, ,

A New Project!

After playing several 2d and 3d pixel art style games I have been inspired to create my own pixel art game. The project is codenamed orion for now and I hope to release it on the Xbox indie market place once it is complete.

Posted on
April 20th, 2010
Tags
, , ,


March 2010

Bubble Bound 2

Created 2 years after the original, Bubble Bound 2 is a casual underwater game where the player takes control of a small underwater bubble.

Posted on
March 31st, 2010
Tags
, ,

Bubble Bound Game Editor

The Bubble Bound 2 in-game editor allows the user to: create, add, select, delete, move, rotate, and scale: points, edges, faces, springs, billboards, and models. Without it, Bubble Bound 2 would not have been possible.

Posted on
March 29th, 2010
Tags
, ,

Applying Natural Input to Symbolic Math Systems

The Natural Input Math Recognition System (NIMRS) is a natural input system that provides access to matlab through a pen based input device. This tool was developed to provide a broad audience access to currently complex tools, such as matlab and maple, with minimal prior instruction.

Posted on
March 5th, 2010
Tags
, ,


October 2009

Nimbus Graphics API

Nimbus is a graphics API, with an emphasis on ease of use and high performance 3D rendering. I began working on Nimbus about 2 months ago. Since then Nimbus has grown considerably and I am very happy with the progress so far.

Posted on
October 2nd, 2009
Tags
, ,


September 2009

Aqua Game Engine

Aqua is a basic game engine which features debug primitives, GPU simulated particle systems, Deferred Rendering, Parallel Split Shadow Maps, and basic Collision Detection.

Posted on
September 21st, 2009
Tags
, , , ,


March 2009

General Purpose GPU Computation

The GPU has become increasingly more attractive as a general purpose computing device, with every new hardware iteration providing significantly greater computational power. As a result, over the past few months I have been exploring and researching several methods for accessing and harnessing the GPU for general non-graphics applications.

Posted on
March 13th, 2009
Tags
, , ,


December 2008

Bubble Bound

Bubble Bound is a casual underwater game where the player takes control of a small underwater bubble. By collecting bubbles from the surrounding environment, the player can change their buoyancy, causing the bubble to rise. The objective is to rise to the surface without popping.

Posted on
December 29th, 2008
Tags
, ,