Category Archives: Coding

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 | Leave a comment

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 | Leave a comment

Gameplay Updates: Power-Ups, Juggernaut, Joker Cards, and … WHIRLWIND

It’s been some time since I last posted, so this post will detail all of the new gameplay features I put in during the last couple of weeks. We are coming close to our polish phase and we listed out … Continue reading

Posted in AI, Coding, Design, DirectX 11, Engine, Gameplay, Graphics | Leave a comment

Tool Time – Interactive Wave Editor and Lessons Learned

Interactive Wave Editor As the project nears completion, this will be the last Tool Time post, but I’m ending with a bang. A large part of Card Kingdom is its waves and their design. They are our main mechanic to … Continue reading

Posted in Coding, Design, UI | Leave a comment

More Lightning and Shadows

More Lightning In a somewhat recent post, I showed off the initial stages of the lightning effect that I’ve been working on. One of the major hurtles that was tripping me up, and the reason why in the old video … Continue reading

Posted in Coding, DirectX 11, Engine, Graphics | Leave a comment

Trails: Narrowing Down the Research

All graduate students in our program are required to research some topic in game development (or related field). It is suggested that this topic be something relatively new or a synthesis on existing topics, but the goal is to provide … Continue reading

Posted in Animation, Coding, Design, DirectX 11, Graphics | Leave a comment

Deferred Particles and Lightning

Deferred Particles As with other parts of the engine, the entire particle system was updated to use a similar deferred rendering method as the regular geometry. This really improves the look of the particles, in particular smoke and dust, as … Continue reading

Posted in Coding, DirectX 11, Graphics | Leave a comment

Data-driven Animation Machines

For this week, I explored making the animation machine design more user-friendly by making them data-driven! We already have a majority of our content being loaded via XML so I decided to extend the animation machines to do the same … Continue reading

Posted in Animation, Coding, Design, Engine | Leave a comment

Deferred Rendering In Card Kingdom

Background One of the major updates to Card Kingdom going forward is a complete rewrite of the rendering pipeline. In the original version, the alpha version essentially, we used a”forward rendering” style for our rendering process. In a forward rendering … Continue reading

Posted in Coding, DirectX 11, Engine, Graphics | Leave a comment

Finalized Ribbons!

Last quarter I built the ribbon system and produced effects similar to this (keep in mind this is an older video showing only my ribbon effects – a lot of other work depicted here is way out of date): You … Continue reading

Posted in Coding, DirectX 11, Graphics | Leave a comment