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Category: Emergence Development

Material Resources

May 30, 2011 Blaine

In my last post I hinted that I wanted to redo the way textures and shaders are handled by the…

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Posted in: Emergence Development

Resource Management 2

May 28, 2011 Blaine

So I re-implemented the resource managers for game assets. Specifically for meshes, skeletons, and skins. I decided to handle the…

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Posted in: Emergence Development

Resource Management

May 27, 2011 Blaine

One of the major problems with the current implementation of the game was how resource management was handled. The resource…

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Posted in: Emergence Development

AI Controllers

May 24, 2011 Blaine

Alright, I implemented the ability for one AI to access the AI controller of another entity. The main reason I…

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Posted in: Emergence Development

Making Noise

May 13, 2011 Blaine

Today I worked more on the problem of implementing a working door in the game. Specifically with regards to sounds.…

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Posted in: Emergence Development

A Rant

May 11, 2011 Blaine

Alright, today I went ahead and posted the entire contents of my private developer log, so most of the posts…

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Posted in: Emergence Development

Log

Blaine

Major changes were made to how AI works. It used to be that there was a list of simple entities…

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Posted in: Emergence Development

Another Log Entry

May 9, 2011 Blaine

I finally did something with doors, that is there is now a door in the game that opens and closes.…

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Progress Update: Decorative Entities

April 2, 2011 Blaine

To give a little background on what this post is about, let me explain what entities are. An entity in…

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Design Decision: PhysX

March 26, 2011 Blaine

The physics engine employed in the Emergence Game Engine is NVIDIA’s PhysX (formerly Ageia PhysX). This actually wasn’t an immediate…

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Posted in: Emergence Development

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