Graphics tagged posts

WebGL Engine

As my Degree Final Project, I have decided to develop a WebGL Engine and study what are the differences between Forward and Deferred Rendering under the supervision of Javi Agenjo, Graphics professor and researcher of the Universitat Pompeu Fabra, here at Barcelona. I decided work on this project because WebGL could be useful in the future to render 2D or 3D in a Web, creating a new engine will refresh my knowledge about them and how they work, and the most important reason is learn to code in Javascript and how Deferred Rendering works using WebGL, because as a good engineer I love to learn new things on every project I work.

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Match 3

This time the challenge proposed is a Match 3 game, like Bejeweled made by PopCap, Candy Crush Saga from King, or Frozen Free Fall developed by Genera Interactive who proposed me this challenge.

The objective of the game is quite simple, you have to change a tile by an adjacent (up,down,right or left) in order to get 3 (or more) tiles in a row or column, if there isn’t a match of 3, tiles will swap back to their position, else if the match exists, all the tiles in the match will disapear. Then the above tiles will fall to fill the blanks and new ones will be created to fill in the blanks at the top of the board.

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Challenge 2D

This is the result of a challenge proposed by Big Viking Games, they provided me the graphics and the development depended on me. It took me 10 days to develop it from scratch.

The terrain is generated procedurally, it has some zones with different set of tiles, each zone has a basic tile that appears around the 90% of times and the other 10% comes from decoration tiles of each zone. Apart from the zones, decoratives tiles can appear in all zones, and then there are the obstacles that provides cover against the enemy projectiles. There are 3 types of enemies, with their own Artificial Intelligence, stats and bullets.

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Procedural Terrain Generation

The first thing we should ask ourselves is: What is the procedural content generation and what we can do with it on games? PCG is the automatic or computer-assisted generation of game content such as levels, landscapes, items, rules, quests etc. This time we are generating the terrain for a posible sandbox game using voxels, like Minecraft. I have decided to use voxels because they are easy to manage and will allow me to do whatever I want with the terrain (cliffs, mountains, canyons, caves, corridors between caves, etc)

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Game Engine

This graphics engine is the biggest project I’ve developed on graphical programming. Further on, I will try to explain more extensively the structure used for development, the use of each part of the structure and why I chose that structure and not another.

For now, here’s a video demonstration.

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