After wrestling with Inverse Kinematics all last week, I finally have something nice to show. Procedural walking with arbitrary skeletons: You do not have to use a specific skeleton to make this work. As you can see, Mr. ...Read More
So, things move along, slow but steady. I took some time to optimize the lighting and add soft edges to make lights look flashy. Right now I am feverishly working on optimizing (read: establishing) an actual workflow so that this tool, ...Read More
Tonight I will be presenting a bunch of Machinima movies for the wats:ON festival at CMU in Pittsburgh. Well, actually, not I am presenting - Bob is. For those of you who don't know (I guess pretty much everyone reading this), ...Read More
This is a first implementation of the deferred Lighting shader. It's cool! In this picture, you see 14 Lights (represented by Cubes) and two teapots that receive the light. You can also see that there's no soft falloff and no ...Read More
Thanks to the following organisations for their initial support: