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	<title>Darkwind Media Blog &#187; General</title>
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	<link>http://darkwindmedia.com/blog</link>
	<description>Repository of thoughts and code from the Darkwind team</description>
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		<title>We&#8217;re in the newspaper!</title>
		<link>http://darkwindmedia.com/blog/2010/03/01/were-in-the-newspaper/</link>
		<comments>http://darkwindmedia.com/blog/2010/03/01/were-in-the-newspaper/#comments</comments>
		<pubDate>Mon, 01 Mar 2010 22:51:29 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Article]]></category>
		<category><![CDATA[D&C]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Newspaper]]></category>

		<guid isPermaLink="false">http://darkwindmedia.com/blog/?p=295</guid>
		<description><![CDATA[On Jan. 25th the Rochester newspaper Democrat and Chronicle ran the first story of a new series on business innovation. Darkwind Media was the company showcased in that piece! Please, read the article here. We were thrilled about the article, and have been absolutely swamped with emails and calls about it since then (hence the [...]]]></description>
			<content:encoded><![CDATA[<p>On Jan. 25th the Rochester newspaper Democrat and Chronicle ran the first story of a new series on business innovation. Darkwind Media was the company showcased in that piece! Please, read the article <a href="http://www.democratandchronicle.com/article/20100124/BUSINESS/1240336/World-in-3D-is-vision--venture-of-RIT-graduates">here</a>.</p>
<p>We were thrilled about the article, and have been absolutely swamped with emails and calls about it since then (hence the late post). We loved working the D&#038;C on it as they were really nice and a fun group of people to work with. It seems we now have some expectations of us to fulfill.</p>
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		<item>
		<title>A Picture of Success</title>
		<link>http://darkwindmedia.com/blog/2009/12/02/a-picture-of-success/</link>
		<comments>http://darkwindmedia.com/blog/2009/12/02/a-picture-of-success/#comments</comments>
		<pubDate>Wed, 02 Dec 2009 14:39:36 +0000</pubDate>
		<dc:creator>Colin</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Success]]></category>

		<guid isPermaLink="false">http://darkwindmedia.com/blog/?p=271</guid>
		<description><![CDATA[This post is a little unorthodox, but I found this picture on reddit the other day and really enjoyed it. It visualizes our goals here at Darkwind Media. I do not know who the original author is. It was uploaded here.]]></description>
			<content:encoded><![CDATA[<p>This post is a little unorthodox, but I found this picture on <a href="http://www.reddit.com">reddit</a> the other day and really enjoyed it. It visualizes our goals here at Darkwind Media.</p>
<p>I do not know who the original author is. It was uploaded <a href="http://picup.ir/share-EDFB_4B15497C.html">here</a>.</p>
<p><img class="aligncenter size-full wp-image-273" title="image-EDFB_4B15497C_2" src="http://darkwindmedia.com/blog/wp-content/uploads/2009/12/image-EDFB_4B15497C_2.jpg" alt="image EDFB 4B15497C 2 A Picture of Success" width="467" height="467" /></p>
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		<item>
		<title>Open for Business</title>
		<link>http://darkwindmedia.com/blog/2009/04/02/open-for-business/</link>
		<comments>http://darkwindmedia.com/blog/2009/04/02/open-for-business/#comments</comments>
		<pubDate>Thu, 02 Apr 2009 20:18:47 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Luster]]></category>

		<guid isPermaLink="false">http://darkwindmedia.com/blog/?p=61</guid>
		<description><![CDATA[After a long build-up the Darkwind Media team is now open for business. We can help you build state-of-the-art interactive applications or get you started with your own 3D system by licensing Luster to embed into your own applications.]]></description>
			<content:encoded><![CDATA[<p>After a long build-up the Darkwind Media team is now open for business. We have extensive interactive 3D and multimedia experience and can build a wide range of different interactive applications. We&#8217;ve built systems in the fields of education, architecture, medicine, and games. Our 3D system, Luster, enables us to build 3D applications at a blinding pace, with amazing visual and interactive quality. We also have extensive ActionScript 3 knowledge and have built numerous Flash systems.</p>
<p>You can check out our company website at <a href="http://www.darkwindmedia.com" target="_blank">www.darkwindmedia.com</a> or browse through our Luster website at <a href="http://www.luster3d.com">www.luster3d.com</a>. We can help you build state-of-the-art interactive applications or get you started with your own 3D system by licensing Luster to embed into your own applications.</p>
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		<title>Website is up and running</title>
		<link>http://darkwindmedia.com/blog/2009/03/12/website-is-up-and-running/</link>
		<comments>http://darkwindmedia.com/blog/2009/03/12/website-is-up-and-running/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 01:40:57 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Luster]]></category>

		<guid isPermaLink="false">http://darkwindmedia.com/blog/?p=45</guid>
		<description><![CDATA[We have finally finished our website and it is live at www.darkwindmedia.com. You should definitely check it out. It is simple, clean, and to-the-point. The big new site that is up now is at www.luster3d.com. That is dedicated to our web-enabled, 3D multimedia platform Luster. Check out both sites. Luster itself is growing by leaps [...]]]></description>
			<content:encoded><![CDATA[<p>We have finally finished our website and it is live at <a href="http://www.darkwindmedia.com" title="Darkwind Media Website" target="_blank">www.darkwindmedia.com</a>. You should definitely check it out. It is simple, clean, and to-the-point. The big new site that is up now is at <a href="http://www.luster3d.com" title="Luster Website" target="_blank">www.luster3d.com</a>. That is dedicated to our web-enabled, 3D multimedia platform Luster.</p>
<p>Check out both sites. Luster itself is growing by leaps and bounds. Our mac porting is coming along nicely, with support for almost all of the Luster plugins. Browser support on Mac will follow that. We are now entering a closed beta phase. If you think Luster could help you, or you just want to know more, then <a href="http://www.darkwindmedia.com/contact/" title="Contact Darkwind Media" target="_blank">contact us</a>.</p>
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		<title>Particles and such</title>
		<link>http://darkwindmedia.com/blog/2008/09/01/particles-and-such/</link>
		<comments>http://darkwindmedia.com/blog/2008/09/01/particles-and-such/#comments</comments>
		<pubDate>Mon, 01 Sep 2008 14:06:54 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://darkwindmedia.com/blog/?p=30</guid>
		<description><![CDATA[I made a quick demo that is tutorial, graphics test, and navigation demo. The graphics is a test in volume rendering, so I chose the classic smoke and fire test. This is far below the ultimate graphical quality we could do, and I&#8217;ll probably update it later with better lighting. Here&#8217;s some shots. The scene [...]]]></description>
			<content:encoded><![CDATA[<p>I made a quick demo that is tutorial, graphics test, and navigation demo. The graphics is a test in volume rendering, so I chose the classic smoke and fire test. This is far below the ultimate graphical quality we could do, and I&#8217;ll probably update it later with better lighting. Here&#8217;s some shots. The scene has 2x anti-aliasing enabled and the scene is rendering with about 100-200 particles at any time to make up the various volume effects.</p>
<p><a href="http://www.darkwindmedia.com/images/misc/smokefire1.jpg" rel="lightbox[31]" title="smokefire1 small"><img src="http://www.darkwindmedia.com/images/misc/smokefire1_small.jpg" alt="Smoke and fire screenshot 1" title="smokefire1 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/misc/smokefire2.jpg" rel="lightbox[31]" title="smokefire2 small"><img src="http://www.darkwindmedia.com/images/misc/smokefire2_small.jpg" alt="Smoke and fire screenshot 2" title="smokefire2 small" /></a></p>
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		<title>New version, Anti-aliasing</title>
		<link>http://darkwindmedia.com/blog/2008/08/29/new-version-anti-aliasing/</link>
		<comments>http://darkwindmedia.com/blog/2008/08/29/new-version-anti-aliasing/#comments</comments>
		<pubDate>Fri, 29 Aug 2008 20:53:28 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://darkwindmedia.com/blog/?p=29</guid>
		<description><![CDATA[A new version of Luster (version 0.12.1) has finally been released. This is an important release accompanied by a new release of the Luster Editor. This is leading up to the next big version of 0.13 (which has many many features). One of the features in this version is anti-aliasing (a specific anti-aliasing technique called [...]]]></description>
			<content:encoded><![CDATA[<p>A new version of Luster (version 0.12.1) has finally been released. This is an important release accompanied by a new release of the Luster Editor. This is leading up to the next big version of 0.13 (which has many many features).</p>
<p>One of the features in this version is anti-aliasing (a specific anti-aliasing technique called multi-sampling). This increases image quality by a large margin, but it does have some costs. Multi-sampling renders far more pixels than are eventually displayed (this depends on the anti-aliasing quality chosen). So, once again it is a trade-off. Here are some screenshots showing the difference in image quality.</p>
<p>The first image has no AA, the second has 2x, and the third has 4x AA.</p>
<p><a href="http://www.darkwindmedia.com/images/misc/aa1.jpg" rel="lightbox[30]" title="aa1 small"><img src="http://www.darkwindmedia.com/images/misc/aa1_small.jpg" alt="AA screenshot 1" title="aa1 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/misc/aa2.jpg" rel="lightbox[30]" title="aa2 small"><img src="http://www.darkwindmedia.com/images/misc/aa2_small.jpg" alt="AA screenshot 2" title="aa2 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/misc/aa3.jpg" rel="lightbox[30]" title="aa3 small"><img src="http://www.darkwindmedia.com/images/misc/aa3_small.jpg" alt="AA screenshot 3" title="aa3 small" /></a></p>
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		<title>New shader</title>
		<link>http://darkwindmedia.com/blog/2008/08/14/new-shader/</link>
		<comments>http://darkwindmedia.com/blog/2008/08/14/new-shader/#comments</comments>
		<pubDate>Thu, 14 Aug 2008 15:52:44 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://darkwindmedia.com/blog/?p=28</guid>
		<description><![CDATA[After doing the deferred lighting system we hit a content stall. We&#8217;re waiting on artwork to put in. So, during this time I toyed with some other lighting systems. One of the goals I&#8217;ve liked striving for is more artist control over the look of the application. What this means is that once I&#8217;ve finished [...]]]></description>
			<content:encoded><![CDATA[<p>After doing the deferred lighting system we hit a content stall. We&#8217;re waiting on artwork to put in. So, during this time I toyed with some other lighting systems. One of the goals I&#8217;ve liked striving for is more artist control over the look of the application. What this means is that once I&#8217;ve finished coding it, an artist can sit down by themselves and manipulate the look as they want. If lighting parameters are bound up in code somewhere this makes it really difficult. After the jump, I&#8217;ll show you what I came up with to help with this problem.</p>
<p><span id="more-29"></span></p>
<p>First off, the models that appear in the images below are not ours. They were available online for free, but we will only be using them for demonstration purposes. They won&#8217;t appear in Bombs, or any other applications of ours. Thanks go to the original modelers.</p>
<p><a href="http://www.darkwindmedia.com/images/misc/shader1.jpg" rel="lightbox[29]" title="shader1 small"><img src="http://www.darkwindmedia.com/images/misc/shader1_small.jpg" alt="Shader screenshot 1" title="shader1 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/misc/shader5.jpg" rel="lightbox[29]" title="shader5 small"><img src="http://www.darkwindmedia.com/images/misc/shader5_small.jpg" alt="Shader screenshot 2" title="shader5 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/misc/shader2.jpg" rel="lightbox[29]" title="shader2 small"><img src="http://www.darkwindmedia.com/images/misc/shader2_small.jpg" alt="Shader screenshot 3" title="shader2 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/misc/shader3.jpg" rel="lightbox[29]" title="shader3 small"><img src="http://www.darkwindmedia.com/images/misc/shader3_small.jpg" alt="Shader screenshot 4" title="shader3 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/misc/shader4.jpg" rel="lightbox[29]" title="shader4 small"><img src="http://www.darkwindmedia.com/images/misc/shader4_small.jpg" alt="Shader screenshot 5" title="shader4 small" /></a></p>
<p>Those screenshots show lighting that is based on 3 factors: The lighting condition (direction, distance, and color), the viewing angle, and the distance from the viewer. So, how is an artist given control over this? Using two textures, an artist can create a great many lighting effects. Here are the textures used to control the above images.</p>
<p><a href="http://www.darkwindmedia.com/images/misc/default_lighting.png" rel="lightbox[29]" title="default lighting"><img src="http://www.darkwindmedia.com/images/misc/default_lighting.png" alt="Lighting texture" title="default lighting" /></a><br />
<a href="http://www.darkwindmedia.com/images/misc/default_view.png" rel="lightbox[29]" title="default view"><img src="http://www.darkwindmedia.com/images/misc/default_view.png" alt="Lighting view texture" title="default view" /></a></p>
<p>The top image shows the texture controlling the diffuse lighting, based on the direction to the light (x-axis) and the distance from the viewer (y-axis). The second texture lets artists define lighting effects that are view-dependent (rim lighting or shading, specularity, etc.) which depends on the direction of the viewer (x-axis) and distance from the viewer (y-axis).</p>
<p>Changing lighting behavior is fairly easy by modifying these textures. It isn&#8217;t instantly mastered. The textures do have a bit of a learning curve until you get a hang of how changes in the textures translate to changes in lighting behavior. However, it&#8217;s fairly obvious how these textures provide a lot of control for artists, and are easier to edit than parameters in code. Essentially each 2D texture is defining a function with two inputs, which output a result that is combined into the lighting equations. By changing the textures, an artist is actually changes the lighting equations themselves.</p>
<p>Here&#8217;s an example of two different textures.</p>
<p><a href="http://www.darkwindmedia.com/images/misc/default_lighting2.png" rel="lightbox[29]" title="default lighting2"><img src="http://www.darkwindmedia.com/images/misc/default_lighting2.png" alt="Lighting texture" title="default lighting2" /></a><br />
<a href="http://www.darkwindmedia.com/images/misc/default_view2.png" rel="lightbox[29]" title="default view2"><img src="http://www.darkwindmedia.com/images/misc/default_view2.png" alt="Lighting view texture" title="default view2" /></a></p>
<p>You can see they are quite different. The top lighting texture has had all color removed and a more gentle slope introduced. This will give the objects a softer look. The bottom texture shows a rim darkening effect. Here are the results of using these textures.</p>
<p><a href="http://www.darkwindmedia.com/images/misc/shader6.jpg" rel="lightbox[29]" title="shader6 small"><img src="http://www.darkwindmedia.com/images/misc/shader6_small.jpg" alt="Shader screenshot 6" title="shader6 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/misc/shader7.jpg" rel="lightbox[29]" title="shader7 small"><img src="http://www.darkwindmedia.com/images/misc/shader7_small.jpg" alt="Shader screenshot 7" title="shader7 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/misc/shader8.jpg" rel="lightbox[29]" title="shader8 small"><img src="http://www.darkwindmedia.com/images/misc/shader8_small.jpg" alt="Shader screenshot 8" title="shader8 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/misc/shader9.jpg" rel="lightbox[29]" title="shader9 small"><img src="http://www.darkwindmedia.com/images/misc/shader9_small.jpg" alt="Shader screenshot 9" title="shader9 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/misc/shader10.jpg" rel="lightbox[29]" title="shader10 small"><img src="http://www.darkwindmedia.com/images/misc/shader10_small.jpg" alt="Shader screenshot 10" title="shader10 small" /></a></p>
<p>We can achieve many varied looks using these two lighting textures (not to mention textures mapped to the object itself). The other benefit of this technique used with forward rendering (not deferred) is that each object can easily have its own custom lighting. Also, because the lighting equations are stored in textures, a simple texture fetch (tex2D) function computes view-independent and view-dependent lighting effects. The fewer instructions means we can handle more lights per pass than usual, meaning overall a scene will be able handle more lights with forward rendering than before (16, 32, maybe even 64 lights per object with modern cards that support Shader Model 3.0). With this, we may be able to achieve a many-light rendering system without the up-front cost of deferred rendering. This is still experimental and the deferred renderer is still in Bombs, but as the art content and style becomes more concrete we may move over to a system based around this shader. Stay tuned for more!</p>
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		<title>Deferred Rendering Non-Woes</title>
		<link>http://darkwindmedia.com/blog/2008/08/11/deferred-rendering-non-woes/</link>
		<comments>http://darkwindmedia.com/blog/2008/08/11/deferred-rendering-non-woes/#comments</comments>
		<pubDate>Mon, 11 Aug 2008 17:17:21 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://darkwindmedia.com/blog/?p=27</guid>
		<description><![CDATA[After a lot of experimentation I went back to the deferred renderer for Bombs. I tweaked it, contorted it, and beat it into submission until my framerates slowly started to climb. At some point I got into the acceptable range for my laptop (a range chosen completely arbitrarily and with no testing on other machines). [...]]]></description>
			<content:encoded><![CDATA[<p>After a lot of experimentation I went back to the deferred renderer for Bombs. I tweaked it, contorted it, and beat it into submission until my framerates slowly started to climb. At some point I got into the acceptable range for my laptop (a range chosen completely arbitrarily and with no testing on other machines). I don&#8217;t want to give the impression that everything I said in my previous post is false, it isn&#8217;t. I had to make a lot of major sacrifices, but it looks as though this will be the lighting system that will go into Bombs.</p>
<p>The screenshots here actually show some backwards progress on art. We&#8217;ve removed the old towers and the sky. While I was working on lighting we were continuing to experiment on the art side. Hopefully some new assets will be ready soon. Note that while the lighting design is fairly complete the screenshots below do not necessarily reflect at all the final look or style of Bombs. The art will greatly affect how the game looks in the end. I hope to have more very very soon.</p>
<p>A few technical details: the scene below has 121 lights in it (which is quite a lot) and is running at around 100 FPS on my laptop with the decidedly unoptimized bloom turned on. Most of the lights in the scene are not really placed well, and are just there to stress the system. Again, art direction will make it look much better.</p>
<p><a href="http://www.darkwindmedia.com/images/bombs/bombs9.jpg" rel="lightbox[28]" title="bombs9 small"><img src="http://www.darkwindmedia.com/images/bombs/bombs9_small.jpg" alt="Bombs Screenshot 9" title="bombs9 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/bombs/bombs10.jpg" rel="lightbox[28]" title="bombs10 small"><img src="http://www.darkwindmedia.com/images/bombs/bombs10_small.jpg" alt="Bombs Screenshot 10" title="bombs10 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/bombs/bombs11.jpg" rel="lightbox[28]" title="bombs11 small"><img src="http://www.darkwindmedia.com/images/bombs/bombs11_small.jpg" alt="Bombs Screenshot 11" title="bombs11 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/bombs/bombs12.jpg" rel="lightbox[28]" title="bombs12 small"><img src="http://www.darkwindmedia.com/images/bombs/bombs12_small.jpg" alt="Bombs Screenshot 12" title="bombs12 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/bombs/bombs13.jpg" rel="lightbox[28]" title="bombs13 small"><img src="http://www.darkwindmedia.com/images/bombs/bombs13_small.jpg" alt="Bombs Screenshot 13" title="bombs13 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/bombs/bombs14.jpg" rel="lightbox[28]" title="bombs14 small"><img src="http://www.darkwindmedia.com/images/bombs/bombs14_small.jpg" alt="Bombs Screenshot 14" title="bombs14 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/bombs/bombs15.jpg" rel="lightbox[28]" title="bombs15 small"><img src="http://www.darkwindmedia.com/images/bombs/bombs15_small.jpg" alt="Bombs Screenshot 15" title="bombs15 small" /></a></p>
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		<title>Deferred Rendering Woes</title>
		<link>http://darkwindmedia.com/blog/2008/08/01/deferred-rendering-woes/</link>
		<comments>http://darkwindmedia.com/blog/2008/08/01/deferred-rendering-woes/#comments</comments>
		<pubDate>Fri, 01 Aug 2008 20:24:16 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://darkwindmedia.com/blog/?p=26</guid>
		<description><![CDATA[Since the last update on Bombs I&#8217;ve been working on the visuals. While the rest of the team is working on content, I have been creating the rendering engine that would power Bombs. Partly because I hadn&#8217;t made one yet, partly because I wanted to see how Luster handled it, and partly because I wanted [...]]]></description>
			<content:encoded><![CDATA[<p>Since the last update on Bombs I&#8217;ve been working on the visuals. While the rest of the team is working on content, I have been creating the rendering engine that would power Bombs. Partly because I hadn&#8217;t made one yet, partly because I wanted to see how Luster handled it, and partly because I wanted to see the strengths of it, I chose to implement a deferred renderer.</p>
<p>If you already know what that is, go on and skip ahead. If not, I&#8217;ll give you a quick explanation. There are all sorts of techniques you can use when working with the graphics card to render in realtime. One of these techniques is called deferred rendering, which defers (or delays) the calculation of some aspect of the rendering. In my case (and most) the deferred calculations were those that combine the lighting properties and object surface properties to create the final image. Normally, when rendering a scene, the renderer will iterate over each object, then iterate over each light affecting that object, and accumulate the lighting before moving on to the next object. With the deferred system, all objects are processed, their surface properties stored, and then all lights are processed in a completely separate step. When the lights are processed, the stored surface properties of the objects are accessed and lighting equations run.</p>
<p>So, what&#8217;s the point? Why do this at all? Well if you&#8217;re observant you&#8217;ll notice an interesting property of the two renderers and that is the number of times we need to loop the renderer. With the traditional method (known as forward rendering) we must make numberOfObjects*numberOfLights passes over the scene. With the deferred renderer we need to make numberOfObjects+numerOfLights passes. This is a great aspect of the deferred renderer: it scales with the number of lights extremely well.</p>
<p>However, it isn&#8217;t all good. There are higher up-front performance costs with the deferred renderer, and usually much higher memory costs as well. These costs can make this style of renderer ill-suited for some applications. Indeed, it made the deferred renderer a poor choice for Bombs. The main culprit I believe was the high memory costs. My laptop video card just doesn&#8217;t have the large amount of video RAM necessary to make this technique worthwhile. Bombs was not meant to be a high-end game, but one that is quite accessible. While I can make the graphics scalable, that task would be more difficult with the deferred system. So, I&#8217;m going to have to shut down this experiment and build a more traditional forward rendering system for Bombs. I have a lot more experience with this type of renderer, so it won&#8217;t take two weeks to make like the deferred renderer did.</p>
<p>As a little gift, here are some shots of the deferred renderer in action. Try to ignore the sky, that was another experiment that&#8217;s unrelated to the renderer. I did not put any effort into properly blending the sky with the terrain so that&#8217;s why it looks a little &#8220;off.&#8221;</p>
<p><a href="http://www.darkwindmedia.com/images/bombs/bombs6.jpg" rel="lightbox[27]" title="bombs6 small"><img src="http://www.darkwindmedia.com/images/bombs/bombs6_small.jpg" alt="Bombs Screenshot 6" title="bombs6 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/bombs/bombs7.jpg" rel="lightbox[27]" title="bombs7 small"><img src="http://www.darkwindmedia.com/images/bombs/bombs7_small.jpg" alt="Bombs Screenshot 7" title="bombs7 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/bombs/bombs8.jpg" rel="lightbox[27]" title="bombs6 small"><img src="http://www.darkwindmedia.com/images/bombs/bombs6_small.jpg" alt="Bombs Screenshot 8" title="bombs6 small" /></a></p>
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		<title>Bombs update</title>
		<link>http://darkwindmedia.com/blog/2008/07/17/bombs-update/</link>
		<comments>http://darkwindmedia.com/blog/2008/07/17/bombs-update/#comments</comments>
		<pubDate>Thu, 17 Jul 2008 21:12:59 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://darkwindmedia.com/blog/?p=24</guid>
		<description><![CDATA[Bombs has been in fairly frantic development for the last week. Luster has made the development process incredibly quick. We&#8217;ve already begun play testing to balance the power of the towers and this testing has caused some minor tweaks to the gameplay. Towers are now moved by selecting them and clicking on the environment to [...]]]></description>
			<content:encoded><![CDATA[<p>Bombs has been in fairly frantic development for the last week. Luster has made the development process incredibly quick. We&#8217;ve already begun play testing to balance the power of the towers and this testing has caused some minor tweaks to the gameplay.</p>
<p><span id="more-25"></span><br />
Towers are now moved by selecting them and clicking on the environment to send them moving on their own (RTS-style select and move). The speed of the bomb and power of the towers has been adjusted and the number of towers per person as been lowered to 6. Also, the attractor towers have been completely removed as they were incredibly difficult to use effectively.</p>
<p>We&#8217;re in the process of tweaking the gameplay as well as creating content to replace our stand-in objects that you see in the screenshots below. The gameplay is developing quickly, so I&#8217;ll be able to update with more information soon. There some major elements still to be tested that we&#8217;re keeping under wraps.</p>
<p><a href="http://www.darkwindmedia.com/images/bombs/bombs1.jpg" rel="lightbox[25]" title="bombs1 small"><img src="http://www.darkwindmedia.com/images/bombs/bombs1_small.jpg" alt="Bombs Screenshot 1" title="bombs1 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/bombs/bombs2.jpg" rel="lightbox[25]" title="bombs2 small"><img src="http://www.darkwindmedia.com/images/bombs/bombs2_small.jpg" alt="Bombs Screenshot 2" title="bombs2 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/bombs/bombs3.jpg" rel="lightbox[25]" title="bombs3 small"><img src="http://www.darkwindmedia.com/images/bombs/bombs3_small.jpg" alt="Bombs Screenshot 3" title="bombs3 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/bombs/bombs4.jpg" rel="lightbox[25]" title="bombs4 small"><img src="http://www.darkwindmedia.com/images/bombs/bombs4_small.jpg" alt="Bombs Screenshot 4" title="bombs4 small" /></a><br />
<a href="http://www.darkwindmedia.com/images/bombs/bombs5.jpg" rel="lightbox[25]" title="bombs5 small"><img src="http://www.darkwindmedia.com/images/bombs/bombs5_small.jpg" alt="Bombs Screenshot 5" title="bombs5 small" /></a></p>
<p>And here&#8217;s a rough concept render of the finished force tower. We&#8217;re still working on it, so I&#8217;ll post a new screenshot soon.<br />
<a href="http://www.darkwindmedia.com/images/bombs/TowerProgress.jpg" rel="lightbox[25]" title="TowerProgress small"><img src="http://www.darkwindmedia.com/images/bombs/TowerProgress_small.jpg" alt="Tower concept render" title="TowerProgress small" /></a></p>
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