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The blog about development of the game engine Glow3D and related games - Iron Cube and others.
Recent Posts
Iron Cube 0.52 - better lighting, physics and lenses flares
Iron Cube reborn
Some historical videos of Glow engine from 2004 till 2020
Pathtracing - Day 1
Running emscripten apps in fullscreen
Links
Github
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Web Demo
2021
Feb 7 - Iron Cube 0.52 - better lighting, physics and lenses flares
Jan 22 - Iron Cube reborn
2020
Jan 28 - Some historical videos of Glow engine from 2004 till 2020
2019
Oct 16 - Pathtracing - Day 1
Oct 16 - Running emscripten apps in fullscreen
Oct 10 - Emscripten
2017
Aug 31 - IMGUI
May 7 - Voxel adventure game.
May 2 - New website and blog
Apr 21 - Ludum Dare
Apr 20 - Voxel project
2014
Dec 20 - DirectX 11
Sep 24 - Lighting
Jan 7 - Iron Cube 0.31
2013
Dec 23 - Automation
Dec 16 - Debugging
Dec 2 - Cinematic effects
Nov 12 - The Challenge
Oct 23 - Iron Cube!
Jul 3 - Iron Cube 0.15
Mar 29 - Lighting
Mar 28 - The winner!
Mar 5 - The Mercury prototype
Feb 28 - Why Android is better
Feb 22 - Project Mercury
Feb 10 - Voxels
Jan 23 - Iron Cube on Android
Jan 22 - Leap Motion
Jan 16 - Glow engine on Android!
Jan 2 - BigPicture
2012
Dec 24 - CEGUI vs IMGUI
Dec 23 - Leap Motion
Dec 11 - Iron Cube vs Reality
Dec 6 - Performance
Dec 6 - Iron Cube
Nov 26 - Random screen
Nov 23 - The Contest
Nov 9 - Mesh generation
Nov 8 - Ultrabook from Intel
Oct 23 - Voxelization
Oct 22 - Voxel landscape flight
Oct 19 - Model of a tank for a new game
Oct 4 - Google NACL build of Glow engine!
Aug 29 - C++
Aug 20 - Geometry optimization
Aug 14 - Site moved to Amazon EC2
Jun 28 - First iteration of grass
Jun 26 - The Art
Jun 2 - Explosions!
May 25 - First screen of voxel field update by network.
May 23 - Fishes
May 11 - One more video with Day-Night loop
May 11 - OpenGL
May 10 - First OpenGL screen
Mar 20 - New game prototype - "Tarta"
2011
Dec 28 - New day - new feature
Dec 27 - Cinematics
Dec 26 - Deferred reflections
Dec 22 - New features
Dec 8 - SSAO First steps
Dec 6 - Finally water!
Dec 2 - New day - new picture with the house )
Dec 1 - Atmospheric Scattering
Nov 30 - HDR finally done
Jun 16 - HDR
Apr 4 - Color transformations
Apr 4 - Antialiasing
Mar 21 - NPC with several lights
Mar 10 - More pictures from Sponza model
Mar 9 - Lion by Glow engine
Mar 3 - Just screen
Mar 2 - Debugging in Glow Engine
Feb 21 - Site is updated
Feb 2 - TBB adopted
Jan 31 - moving to Intel Threading Blocks
Jan 27 - Concurrent scene graph
Jan 23 - HDR
Jan 17 - Memory management
2010
Dec 30 - Memory
Dec 20 - SIGGRAPH Asia 2010
Dec 15 - Post processing pipeline started
Dec 13 - 47
Dec 5 - Update
Dec 1 - Normal texture trick
Nov 23 - Auto-reloading resources
Nov 18 - Big face on landscape
Nov 5 - 42
Oct 25 - editor status
Sep 30 - 40
Sep 28 - vacation
Aug 25 - Editor features
Aug 5 - Quternion trick
Aug 3 - Editor UI
Jul 28 - The new site.
Jul 22 - Feature list
Jul 7 - Refactoring
Mar 12 - Streaming
Feb 2 - WebPlayer!
Feb 1 - Water
Jan 11 - comments for my game from IGF judges
Jan 5 - 28
2009
Dec 24 - First horde tests
Dec 24 - 26
Dec 18 - 25
Dec 17 - Recast navigation + steering behavior + wall repulse force
Dec 15 - Simple steering behavior
Dec 14 - simple optimization
Dec 9 - Lighting features of my engine
Dec 7 - Recast dynamic navigation meshes
Dec 1 - Memory management
Nov 30 - Loading of materials
Nov 27 - Ideas
Nov 26 - 16
Nov 25 - Optimization
Nov 9 - Little Zombie Susie gameplay
Nov 5 - 13
Nov 2 - New video for IGF
Nov 1 - first screen from my new game - Little Zombie Susie!
Oct 20 - Recast navigation plus Havok physics engine
Oct 16 - Explosions and weapon for zombie
Sep 3 - Winner!
Aug 20 - 7
Aug 18 - Dynamic paths in Glow engine
Aug 12 - 5
Aug 11 - 4