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ArgentGlow
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Name: Alex
Country: United States
Gender: Male


Interests: Sitting in silence (a fading pastime). DDR. UT2k4 Memorizing random things. Programming (Java, C#, C++, IA-32 assembly, z80 assembly, C, [insert trivial scripting languages here])
Expertise: Programming
Occupation: Busy


Message: message me
Website: visit my website
AIM: don't even think about it. You'll miss.
Yahoo: what are you so happy about?


Member Since: 12/21/2005

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Monday, June 18, 2007

So yeah.. if anyone's been wondering what in the world I've been doing for the past few months... I've been holed up in my room with a few bottles of water, coding my latest project (not that any of the earlier ones are finished =D ).  I had the idea of making a DOOM-style raycaster engine, and adding in all sorts of modern fancy graphics things like HDR and dynamic lighting.  I was also thinking of bump-mapping and maybe even some environment mapping (for ice floors, etc).  So far all I've done is create the basic Wolfenstein-like engine, with the added touch of parallaxed sky and textured floor.  Oh yeah, and the player emits light (i.e., "there is black fog").

s8

As you can tell... nothing to get excited about just yet... I'm getting a "slower than the speed of smell" 17 frames per second...


s7

I created a little mini-game to make engine-testing less boring..  the object of it was to run around and collect Toy-Box posters (Toy-Box is a Eurodance band that nobody has heard of... ever. (But which I happen to like).)  So anyway, the Windows wall (on the left) crashes the engine instantly when you touch it (as is proper).  All I did was have it load the memory at offset 0xDEADBEEF with 0xBEEEEEEF.  That did the job quite nicely.


s9

All throughout the mini-game there were these hanging banners.  When you touched one it would activate and give the player a certain ability (although most of them rather gave you dis-abilities).  Notice btw that my font engine was made by mercilessly stealing the command-prompt characters =D =D

Well that is all.. I gotta go through and add some bilinear texture filtering.  (i.e., the walls would be blurry close-up instead of blocky).


Saturday, March 17, 2007

Crazy? Probably am.

So yeah, I got up early in the um.. before-afternoon to check on
college status:
time
MIT posts its stuff on noon of the 17th, and apparently when I checked
they said I didn't get in! And the strange thing is, somehow I feel happy =D.


Monday, March 12, 2007

Currently Listening
Speak for Yourself
By Imogen Heap
see related

A Tribute to Kendal (and maybe lilly)


=D


Thursday, March 08, 2007

Currently Listening
Everlife
see related

Hyperbolic Space


So... hyperbolic space has been on my mind lately.  I still think it's a great concept for a videogame.  I mean, what could be better than having five compass directions and not knowing which way's down?  Besides, pentagons tesselate quite nicely...  Oh well, some day they'll probably discover it causes cancer or something =(

NOTE: Hyperbolic space is not to be confused with 4D Euclidian, which is very simple:


Thursday, February 01, 2007

Currently Listening
Hannah Montana
By Original Soundtrack
see related

WinterLandscape
Just a render I made with Lightwave.. the scene took me 2 hours to set up, and another 30 minutes for the computer to create.  (This resolution is crap I know... the original is 1920 by 1280 or something, drop me a comment if you want it.)



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