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Monthly Archives: May 2012
Character Pipeline 6: Visual Coherence
This week I’d like to talk about how to design iconic characters using the concept of coherence. A coherent design is one in which all components work together to convey a single idea. Here are a few extremely coherent designs: … Continue reading
Posted in Art, Character Art, Character Design, Design
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PBuffer and Post-Processes
One neat concept I learned about while researching deferred rendering was the PBuffer. The PBuffer is used for post-process effects and contains at least two screen-sized render targets that are swapped between each other while rendering each post-process effect sequentially. … Continue reading
Posted in Coding, DirectX 11, Engine, Graphics
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Controlling HTML Without A Keyboard or Mouse
Since the beginning of the Card Kingdom, we’ve been using XBox controllers as the main sources of input for the game. The controllers afford us preexisting control schemes, analog movement, and support for multiple players at once. What it does … Continue reading
Posted in Coding, UI
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