Caring by Sharing: The Bitsquid Documentation System

Original Author: Niklas Frykholm In a previous article I talked a bit about our documentation system. It has now solidified into something interesting enough to be worth sharing. The system consists of a collection of Ruby files that read input files (with extension .bsdoc) written in a simple markup language: # Header   Some text. … Continue reading “Caring by Sharing: The Bitsquid Documentation System”

Everything I Know About Game Development I Learned From The 80′s

Original Author: Mike Birkhead I’m here to tell you that if you ain’t down with 80′s films, particularly action films, then you ain’t down with me. It’s as simple as that. Behind the goofy dialog, sweet ass round house kicks, mysterious teachers, cruel dojo masters, muscle bound heroes, and beautiful dames beats the thunderous heart … Continue reading “Everything I Know About Game Development I Learned From The 80′s”

Getting the Projected Extent of a Sphere to the Near Plane

Original Author: Jaewon Jung Recently I had a chance to implement a toy ray-tracer for a scene with spheres only. Once a brute-force approach had been coded, I tried to optimize it by pre-sorting spheres into screen tiles(i.e. a uniform grid on the near view plane) so that only spheres binned to the tile can … Continue reading “Getting the Projected Extent of a Sphere to the Near Plane”