Sep 3, 2009 - Winner!

AAAAA! I am winner of Intel Level Up 2009! First place in Best Game Optimized for Intel® Graphics and second place in Best Threaded Game!
and judges was most famous game developers and designers on the planet! http://software.intel.com/en-us/articles/levelup-judges/
Thanks, Intel!

Aug 20, 2009 - 7

Here is my current demo (~50 mb).
It contains one level, more graphics than gameplay. I submitted this demo for Intel Level Up 2009 competition. Try to find cover before night, close doors, use boxes to build barricades. Run “best threaded” shortcut for best graphics and “Intel graphics”
for integrated hardware.
I continue work on game, have found talented artist, implement networking

Aug 18, 2009 - Dynamic paths in Glow engine


Here is how I implemented dynamic paths in my engine.
First of all I searched available path engines and
didn’t find any acceptable. Some costs money,
some wasn’t complete enough. Month ago I saw demonstation
of “Recast” library from Mikko Mononen. Library generates correct paths from triangle soup by voxelization. I was very impressed, so I downloaded it and added support for dynamic objects.

Aug 12, 2009 - 5


I will upload tech videos from “I know your Deeds”
This one about graphics.

Grass, trees, deferred shading, dynamic sky, clouds, 3 landscape materials with weight map. Landscape modelled in Phoshop using clouds filter, altered by hand for house placement. Grass drawn by grass density map, one per landscape, trees places on landscape in photosop also. There is special bitmap for foliage, if you draw, for example, red point, there will be tree in level. Shadows by shadow mapping, not perspective.

Aug 11, 2009 - 4


Today I finished game demo for Intel Level Up 2009, it costs me 3 nights without sleep. Somethings remain non implemented, but overall picture is good.
I will prepare big video and demo later.
here is small video about dynamic navigation meshes in my engine

It’s based on TileMesh, and fast. Building whole level (300x300) in separate thread in 5 seconds on single core PC, tile size 32. Dont look to fps, this is deferred shading plus old PC
here is how it works: <ul><li>render static mesh, memorize static mesh

  • render dynamic objects, memorize objects per tile
  • when object moved, add tile of old box of object to update list
  • if not moved object intersects with updated tile, it will be added to updating tile
  • render updated tiles with objects
  • connect tile into mesh (recast lib)