Tag Search: Dev
So we make our voyage over to Github which will be really exciting until we lose interest and leave it to rot. We've set up shop at http://github.int13h.com and like all spirited int13h endevours we plan to push some code and half baked projects over there for the world to see. To kick off the glorious event we have a half baked demo of Doom running in WebGL!
WebGL is (hopefully) the future of graphics on the interwebs, there is already some really good support out there in browsers that aren't descendants of good ole' Internet Explorer 6 but just how well is it supported? That's a very valid question that Florian Boesch over at codeflow.org wants to help find the answer for, he has set up a stats website for finding out just how widespread the feature set is implemented.
There are a lot of variables to consider when it comes to running accelerated 3D graphics on websites, operating systems / browser versions / drivers and hardware capabilities. By gathering this basic information it will be possible to gauge which features such as an average of Texture Units available and extensions like Floating Point Textures. While not exciting to most people these small nuggets of information help WebGL developers know how far they can push their application.
Look out for lens flares and blood screen on your favorite webpages soon!
What started as a bit of flirting on Twitter has quickly turned into a great idea that could affect future big title game development. Tim Shafer's Double Fine has created a Kickstarter Project to fund a classic point and click adventure game which will also be fully documented during its development. There are various price brackets which will give you some goodies as well. The minimum pledge will give you a code for access to the beta and final release Steam as well as access to the video documentary.
Just taking a quick break from not updating the int13h site, I stumbled apon a great write up of the Quake 2 source code by Fabien Sanglard, who incidentally did a rather nifty write up of the Quake 1 source code and if you couldn't see where this was already going... yes a write up of Doom
The Quake 2 write up is quite interesting as it talks about how rediculous the software rendering side of things can get compared to modern graphics engines using hardware acceleration and some of the cleaver little tricks they did to get the software engine to look so great. Also you can see how bad ass John Carmack's workstation was at the time =P