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	<title>Rotational Interference</title>
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		<title>Lovin LINQ</title>
		<link>http://bassie-entertainment.com/posts/672?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=lovin-linq</link>
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		<pubDate>Mon, 12 Dec 2011 11:27:20 +0000</pubDate>
		<dc:creator>Bas</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://wp.pwng.nl/bas/?p=672</guid>
		<description><![CDATA[One of the many joys I get from programming is creating beautiful LINQ expressions in C#. This is one I made today to create a random sequence of integers containing a few doubles. The Shuffle method is an extension I wrote a while back. It basically creates a random order of an Enumerable. itemsInOrder = <a href="http://bassie-entertainment.com/lovin-linq/" class="more-link">Continue reading</a></p>]]></description>
				<content:encoded><![CDATA[<p>One of the many joys I get from programming is creating beautiful LINQ expressions in C#. This is one I made today to create a random sequence of integers containing a few doubles. The Shuffle method is an extension I wrote a while back. It basically creates a random order of an Enumerable.</p>
<pre name="code" class="c-sharp:nogutter">itemsInOrder = Enumerable.Range(0, itemCount)
                .Concat(
                    Enumerable.Repeat(
                        Enumerable.Range(0, itemCount), doubleOccurance)
                        .Aggregate(Enumerable.Concat)
                        .Shuffle()
                        .Take(numDoubles))
                .Shuffle()
                .ToArray();</pre>
<p>Gotta love those things.</p>
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		<title>Animations Part 1 &#8211; Sprite-sheets</title>
		<link>http://bassie-entertainment.com/posts/654?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=animations-part-1-sprite-sheets-2</link>
		<comments>http://bassie-entertainment.com/posts/654#comments</comments>
		<pubDate>Thu, 17 Nov 2011 16:41:54 +0000</pubDate>
		<dc:creator>Bas</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Coding]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Performance]]></category>
		<category><![CDATA[Sprite-sheets]]></category>

		<guid isPermaLink="false">http://wp.pwng.nl/bas/posts/654</guid>
		<description><![CDATA[Our engine supports 3 types of animations: animations from code, sprite-sheet animations and skeletal animations. The idea of the first system is to allows programmers to define simple animations like changing a value over time. Sprite-sheet animations are simple animations that show a different image every so many milliseconds. This type of animations allows artists to paint each <a href="http://bassie-entertainment.com/animations-part-1-sprite-sheets-2/" class="more-link">Continue reading</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://wp.pwng.nl/martianflytrap/files/2011/11/Animation.png"><img class="aligncenter size-large wp-image-337" title="Animation with Bas" src="http://wp.pwng.nl/martianflytrap/files/2011/11/Animation-1024x631.png" alt="" width="1024" height="631" /></a><br />
Our engine supports 3 types of animations: animations from code, sprite-sheet animations and skeletal animations. The idea of the first system is to allows programmers to define simple animations like changing a value over time.<br />
Sprite-sheet animations are simple animations that show a different image every so many milliseconds. This type of animations allows artists to paint each frame of the animation to create super complex animations. But it also takes much more time to create smooth animations because an artists has to create a lot of different images to make the animation look smooth. This is where the third system comes in.<br />
Skeletal animations are probably the most complex animations. With this system an artists creates a skeleton consisting of bones, attaches sprites to each bone and then animates the bones. Then the artist creates snapshots for the skeleton at certain moments in time and the system interpolates between these snapshots. Because of this interpolation the animation looks perfectly smooth.</p>
<p>In this 3 part blog I will elaborate on each of the systems. I will describe how they work and I will show you how we have supported our artists with the tools they require. I will start with the simplest system namely sprite-sheet animations, then I will continue with animations from code and last but not least I will describe skeletal animations.</p>
<p><span id="more-654"></span><a href="http://wp.pwng.nl/martianflytrap/files/2011/11/redbox.png"><img class="alignright size-full wp-image-345" title="redbox" src="http://wp.pwng.nl/martianflytrap/files/2011/11/redbox.png" alt="" width="128" height="128" /></a>Lets start by defining what a sprite is. In Computer Graphics, a sprite is a two dimensional image that is part of a larger whole. Sprites are used a lot, for instance for characters and items in the world. The entire game world probably exists of sprites.</p>
<p>Lets take a simple example. Take this red box on the right. This is a simple object that is placed somewhere in the game world. Now lets say we want to animate the red box and use it in our engine. The animation we want is to turn this red box into a blue box as if paint is dripping on it. This is a typical example were sprite-sheets work great. A sprite-sheet contains multiple sprites that are all displayed in a specific order at a specific time. The sprite-sheet to turn the red box into a blue box is shown below.</p>
<p><a href="http://wp.pwng.nl/martianflytrap/files/2011/11/spritesheet.png"><img class="aligncenter size-full wp-image-347" title="spritesheet" src="http://wp.pwng.nl/martianflytrap/files/2011/11/spritesheet.png" alt="" width="1024" height="128" /></a></p>
<p>We mostly use <a href="http://www.gimp.org/">GIMP</a> for drawing and with it creating an animation like this is very easy. The script found  <a title="Sprite-sheet script for GIMP" href="http://registry.gimp.org/node/20943">here</a> simply creates the sprite-sheet for you from the different layers in your file. All that is required is that you paint all the different frames seperatly and put them in to seperate layers.</p>
<p>The next step in creating an animation with sprite-sheets is to get the animation in game. However, before we can load the animation in the engine we have to specify when to show which frames of the sprite-sheet. We created a simple tool to do this. With this tool an artist can set a sequence of frames and the time a single frame is shown. It also shows a nice preview of the animation.</p>
<p><a href="http://wp.pwng.nl/martianflytrap/files/2011/11/AnimationEditor.png"><img class="aligncenter size-full wp-image-353" title="Sprite Animation Editor" src="http://wp.pwng.nl/martianflytrap/files/2011/11/AnimationEditor.png" alt="" width="887" height="522" /></a></p>
<p>The tool creates an .anim file which our engine can load. With this file we can place the box anywhere we want in our game and we can animate it whenever we want. That&#8217;s really all there is to it. And here is the result.</p>
<p><a href="http://wp.pwng.nl/martianflytrap/files/2011/11/sprite-sheet.gif"><img class="alignleft size-full wp-image-349" title="The final Sprite-sheet Animation" src="http://wp.pwng.nl/martianflytrap/files/2011/11/sprite-sheet.gif" alt="" width="128" height="128" /></a>The advantages of using sprite-sheets for animation is that you have a lot of freedom because you can really paint whatever you want. The disadvantages are that they take a lot of time to create, they take up much more memory compared to the other animation techniques I will describe and you often require a lot of frames to get a smooth animation. We did use them a LOT in lamapalooza, though.</p>
<p>Next time I will talk about animation from code which will be (a lot) more technical. I personally LOVE that system because of its flexibility and ease of use. Hell even sprite-sheet animations use that system.</p>
<p>See you next time!</p>
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		<title>My first attempt at drawing</title>
		<link>http://bassie-entertainment.com/posts/624?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=my-first-attempt-at-drawing</link>
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		<pubDate>Mon, 31 Oct 2011 15:48:49 +0000</pubDate>
		<dc:creator>Bas</dc:creator>
				<category><![CDATA[Life]]></category>
		<category><![CDATA[Drawing]]></category>

		<guid isPermaLink="false">http://wp.pwng.nl/bas/?p=624</guid>
		<description><![CDATA[I got meself a tablet cause I want to learn to draw just a little. I think its important because it allows me to visualize what I think better than some text and I think drawings are a great communication tool. So here is my first drawing.. Tell me what you think! But remember respect <a href="http://bassie-entertainment.com/my-first-attempt-at-drawing/" class="more-link">Continue reading</a></p>]]></description>
				<content:encoded><![CDATA[<p>I got meself a tablet cause I want to learn to draw just a little. I think its important because it allows me to visualize what I think better than some text and I think drawings are a great communication tool. So here is my first drawing.. Tell me what you think! But remember respect is everything!<a href="http://wp.pwng.nl/bas/files/2011/10/Untitled-2.png"><img class="aligncenter size-full wp-image-627" title="My first ever drawing" src="http://wp.pwng.nl/bas/files/2011/10/Untitled-2.png" alt="" width="249" height="476" /></a></p>
<p>&nbsp;</p>
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		<title>Particles</title>
		<link>http://bassie-entertainment.com/posts/645?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=particles-2</link>
		<comments>http://bassie-entertainment.com/posts/645#comments</comments>
		<pubDate>Thu, 27 Oct 2011 10:01:46 +0000</pubDate>
		<dc:creator>Bas</dc:creator>
				<category><![CDATA[Coding]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Particles]]></category>
		<category><![CDATA[Performance]]></category>
		<category><![CDATA[Simulation]]></category>

		<guid isPermaLink="false">http://wp.pwng.nl/bas/posts/645</guid>
		<description><![CDATA[Nowadays almost all games feature some form of particle systems. Particle systems are simple effects that add enormous detail to a game. Particle systems are used to model effects that are otherwise very hard to model. Think of things like explosions, fire, portals, sparks, etc. Ronimo&#8217;s upcomming game Awesomenauts is packed with particle effects and it really adds to the <a href="http://bassie-entertainment.com/particles-2/" class="more-link">Continue reading</a></p>]]></description>
				<content:encoded><![CDATA[<p>Nowadays almost all games feature some form of particle systems. Particle systems are simple effects that add enormous detail to a game. Particle systems are used to model effects that are otherwise very hard to model. Think of things like explosions, fire, portals, sparks, etc. Ronimo&#8217;s upcomming game <a title="Awesomenauts" href="http://www.awesomenauts.com/">Awesomenauts</a> is packed with particle effects and it really adds to the feel of the game.</p>
<p><a href="http://wp.pwng.nl/martianflytrap/files/2011/10/Screenshot005.jpg"><img class="aligncenter size-large wp-image-205" title="Particles in Awesomenauts" src="http://wp.pwng.nl/martianflytrap/files/2011/10/Screenshot005-1024x576.jpg" alt="" width="1024" height="576" /></a>We are also plan to use a lot of particle effects in our game to simulate things like campfires, smoke, wind blowing, butterflies, dirt falling of things and stuff like that.<span id="more-645"></span></p>
<p>For a previous project I also created particle systems. The system worked beautifully from a programmers perspective. I pulled all optimization techniques from my bag of optimization techniques; from being task based multithreaded to very ugly pointer hacks (which can still be beautiful). However, in the end the system was way to complicated for our artist (Adriaan). Mostly because he had to modify a XML file, rerun the application and see if the changes he made looked good, this took way to much time. Here is a screenshot of the end result:</p>
<p><a href="http://wp.pwng.nl/martianflytrap/files/2011/10/Planet.png"><img class="aligncenter size-large wp-image-218" title="The clouds of the planet are particle systems" src="http://wp.pwng.nl/martianflytrap/files/2011/10/Planet-1024x576.png" alt="" width="1024" height="576" /></a></p>
<p>Creating a particle effect requires a lot of itererations and therefor doing a single iteration has to be fast. Very fast. Ideally, the way to do this is by using a WYSIWYG editor. So I went looking around for what is available on the webs. There are quite a few good particle system engines available like <a href="http://mpe.codeplex.com/">Mercury Particle Engine</a>, <a href="http://www.fxpression.com/">Particle Universe</a> and the particle system in <a href="http://www.ogre3d.org/">Ogre3D</a>. Mercury Particle Engine is a great library for XNA but it lacked a lot of features we were looking for (emitters emitting emitters for example). In the end I decided I&#8217;d build the system myself simply because I could very easily integrate it in our technology and support all the features we want. I have also build a WYSIWYG editor so our artists can create these effects in a super short time. All in all it took me about a week to create the system and the tool (although its not completely finished). Anyway here are some screenshots from simple particle systems created with the editor and one of a particle systems in the editor.</p>
<p><a href="http://wp.pwng.nl/martianflytrap/files/2011/10/particlesystems.png"><img class="aligncenter size-large wp-image-219" title="Particle systems" src="http://wp.pwng.nl/martianflytrap/files/2011/10/particlesystems-1024x337.png" alt="" width="1024" height="337" /></a><a href="http://wp.pwng.nl/martianflytrap/files/2011/10/Editor.png"><img class="aligncenter size-large wp-image-220" title="Particle editor" src="http://wp.pwng.nl/martianflytrap/files/2011/10/Editor-1024x417.png" alt="" width="1024" height="417" /></a></p>
<p>That&#8217;s all folks! Let me know what you think! <img src='http://bassie-entertainment.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>&#8211; Bas</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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		<title>Progress on the landscape</title>
		<link>http://bassie-entertainment.com/posts/661?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=progress-on-the-landscape-2</link>
		<comments>http://bassie-entertainment.com/posts/661#comments</comments>
		<pubDate>Tue, 11 Oct 2011 11:39:26 +0000</pubDate>
		<dc:creator>Bas</dc:creator>
				<category><![CDATA[Among the Giants]]></category>
		<category><![CDATA[Coding]]></category>
		<category><![CDATA[bezier curves]]></category>
		<category><![CDATA[loop-blinn]]></category>
		<category><![CDATA[Performance]]></category>
		<category><![CDATA[World]]></category>

		<guid isPermaLink="false">http://wp.pwng.nl/bas/posts/661</guid>
		<description><![CDATA[Above is a screenshot of one of my tests with the landscape. The most fancy thing about this terrain is that it is completely made up of bezier curves. With bezier curves we can make the terrain look super smooth no matter how much the player wants to zoom in. The curves are rendered on <a href="http://bassie-entertainment.com/progress-on-the-landscape-2/" class="more-link">Continue reading</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://wp.pwng.nl/martianflytrap/files/2011/10/Jee.png"><img class="aligncenter size-full wp-image-124" title="Tests on landscape" src="http://wp.pwng.nl/martianflytrap/files/2011/10/Jee.png" alt="" width="1280" height="720" /></a></p>
<p>Above is a screenshot of one of my tests with the landscape. The most fancy thing about this terrain is that it is completely made up of bezier curves. With bezier curves we can make the terrain look super smooth no matter how much the player wants to zoom in. <span id="more-661"></span> The curves are rendered on the GPU using <a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html" target="_blank">Loop-Blinn&#8217;s technique from GPU Gems 3</a>. I adapted the technique a little bit to render both convex and concave curves in one draw call. This technique is super fast but the area below the surface of the planet has to be filled too. This requires not only generating triangles for the curves but also for the interior of the planet.</p>
<p><a href="http://wp.pwng.nl/martianflytrap/files/2011/10/Jee2.png"><img class="aligncenter size-full wp-image-125" title="Test on landscape wireframe" src="http://wp.pwng.nl/martianflytrap/files/2011/10/Jee2.png" alt="" width="1280" height="720" /></a></p>
<p>The above image shows the triangles that my simple algorithm (for now) generates. Using this algorithm, the triangles can be generated in real-time (takes 0.5ms currently). It will get a lot more complex though because we have to add different layers of cover (rocks, grass, snow), vegetation, water and probably a lot more. But as long as I don&#8217;t let the designers go completely crazy it will probably work out. <img src='http://bassie-entertainment.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>The above screenshots may not look that pretty (as its a development shot) so here is also a little artist impression of what the game could look like in a few months time.</p>
<p>Cheers!</p>
<p><a href="http://wp.pwng.nl/martianflytrap/files/2011/10/Jee-after.png"><img class="aligncenter size-full wp-image-128" title="Jee-after" src="http://wp.pwng.nl/martianflytrap/files/2011/10/Jee-after.png" alt="How it probably will look like...kind off" width="1280" height="720" /></a></p>
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		<title>Talking with le artist</title>
		<link>http://bassie-entertainment.com/posts/644?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=talking-with-le-artist-2</link>
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		<pubDate>Fri, 07 Oct 2011 14:09:41 +0000</pubDate>
		<dc:creator>Bas</dc:creator>
				<category><![CDATA[Lulz]]></category>

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		<description><![CDATA[<a href="http://bassie-entertainment.com/talking-with-le-artist-2/" class="more-link">Continue reading</a>]]></description>
				<content:encoded><![CDATA[<p><img src="http://files.bassie-entertainment.com/Memes/1.png" alt="Talking with le artist" /></p>
]]></content:encoded>
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		<title>Thin triangles suck</title>
		<link>http://bassie-entertainment.com/posts/638?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=thin-triangles-suck-2</link>
		<comments>http://bassie-entertainment.com/posts/638#comments</comments>
		<pubDate>Thu, 06 Oct 2011 19:25:05 +0000</pubDate>
		<dc:creator>Bas</dc:creator>
				<category><![CDATA[Coding]]></category>
		<category><![CDATA[Performance]]></category>

		<guid isPermaLink="false">http://wp.pwng.nl/bas/posts/638</guid>
		<description><![CDATA[While doing some fancy rendering of about 4000 triangles the performance of our application dropped drastically when all triangles became super long and super thin. The frame time increased from 3ms to about 66ms! The funny thing was that this only happens on my laptop and tablet. My desktop PC, with a way better GPU, <a href="http://bassie-entertainment.com/thin-triangles-suck-2/" class="more-link">Continue reading</a></p>]]></description>
				<content:encoded><![CDATA[<p>While doing some fancy rendering of about 4000 triangles the performance of our application dropped drastically when all triangles became super long and super thin. The frame time increased from 3ms to about 66ms! The funny thing was that this only happens on my laptop and tablet. My desktop PC, with a way better GPU, renders the long thin triangles like any other. I figured the problem probably has something to do with cache misses of the backbuffer when there are a lot of line like triangles. When I changed the triangulation of the same mesh to something where there are are no long thin triangles the performance was great again. Unfortunately this triangulation loses some detail I need.. Will have to figure something out..</p>
<p>Does someone have a better clue of whats going on?</p>
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		<title>Planet</title>
		<link>http://bassie-entertainment.com/posts/563?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=planet</link>
		<comments>http://bassie-entertainment.com/posts/563#comments</comments>
		<pubDate>Wed, 06 Jul 2011 20:51:41 +0000</pubDate>
		<dc:creator>Bas</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[planet]]></category>

		<guid isPermaLink="false">http://bassie-entertainment.com/?p=563</guid>
		<description><![CDATA[We finished the planet for the Simulating the World seminar. The planet is completely procedural with L-Systems for procedural trees and particle systems for the clouds around the planet. The planet and all the stuff on it are also dynamically lit. The polygon count is around 160k all running in realtime with the use of <a href="http://bassie-entertainment.com/planet/" class="more-link">Continue reading</a></p>]]></description>
				<content:encoded><![CDATA[<p>We finished the planet for the Simulating the World seminar. The planet is completely procedural with L-Systems for procedural trees and particle systems for the clouds around the planet. The planet and all the stuff on it are also dynamically lit. The polygon count is around 160k all running in realtime with the use of the FireFly2 engine. <img src='http://bassie-entertainment.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>During the coming few weeks Marries and I will keep working on it to make it into a real game instead of a simulation. This will involve quite a lot of refactor. Both on the engine as on the application itself.</p>
<p><a href="http://bassie-entertainment.com/files/2011/07/Planet.png"><img src="http://bassie-entertainment.com/files/2011/07/Planet-300x168.png" alt="" width="300" height="168" class="aligncenter size-medium wp-image-562" /></a></p>
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		<title>Lecture</title>
		<link>http://bassie-entertainment.com/posts/555?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=lecture</link>
		<comments>http://bassie-entertainment.com/posts/555#comments</comments>
		<pubDate>Thu, 23 Jun 2011 21:02:18 +0000</pubDate>
		<dc:creator>Bas</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://bassie-entertainment.com/?p=555</guid>
		<description><![CDATA[I gave a 2 hour lecture today together with Marries van de Hoef about Advanced Computer Graphics. It was an introductory course into more advanced graphics topics. Since we went to the GDC2011 this year we wanted to present some of the techniques we saw there. Also there are no advanced graphics course given at <a href="http://bassie-entertainment.com/lecture/" class="more-link">Continue reading</a></p>]]></description>
				<content:encoded><![CDATA[<p>I gave a 2 hour lecture today together with Marries van de Hoef about Advanced Computer Graphics. It was an introductory course into more advanced graphics topics. Since we went to the GDC2011 this year we wanted to present some of the techniques we saw there. Also there are no advanced graphics course given at the University so Marries and I took on the challenge.</p>
<p>The topics we covered are:</p>
<ul>
<li>Inferred Lighting</li>
<li>Culling</li>
<li>Subsurface scattering</li>
<li>GPU Particle Physics</li>
<li>Component based entity system</li>
</ul>
<p><a href="http://bassie-entertainment.com/wp-content/uploads/2011/06/Advanced%20Computer%20Graphics.pptx">The slides can be downloaded here.</a></p>
<p>I did not expect a lot of people to come (about 40), but there were a lot more people. Afterwards we got very positive reactions so I think it was a success.</p>
<p>May questions arise from the lecture, just send me an email and I will try to answer your question. <img src='http://bassie-entertainment.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><a href="http://bassie-entertainment.com/files/2011/06/IMAG0652.jpg"><img class="aligncenter size-medium wp-image-557" src="http://bassie-entertainment.com/files/2011/06/IMAG0652-300x179.jpg" alt="Lecture" width="300" height="179" /></a></p>
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		<title>Procedural planet</title>
		<link>http://bassie-entertainment.com/posts/545?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=procedural-planet</link>
		<comments>http://bassie-entertainment.com/posts/545#comments</comments>
		<pubDate>Sun, 22 May 2011 21:30:24 +0000</pubDate>
		<dc:creator>Bas</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[planet]]></category>
		<category><![CDATA[procedural]]></category>

		<guid isPermaLink="false">http://bassie-entertainment.com/?p=545</guid>
		<description><![CDATA[I am taking the course Simulating the World (title says it all). As an assignment we have to create a procedural planet with procedural vegetation and weather. I am working together with Marries and Adriaan. I am way too excited about this assignment because we are allowed to use our own engine. Of course we <a href="http://bassie-entertainment.com/procedural-planet/" class="more-link">Continue reading</a></p>]]></description>
				<content:encoded><![CDATA[<p>
I am taking the course Simulating the World (title says it all). As an assignment we have to create a procedural planet with procedural vegetation and weather. I am working together with Marries and Adriaan. I am way too excited about this assignment because we are allowed to use our own engine. Of course we are using the FireFly2 engine.
</p>
<p>
For those of you who know me it won&#8217;t be hard to guess that I want to go all out on this assignment just like <a href="http://bassie-entertainment.com/posts/533">last time</a>. The assignment is just to create everything very simple but I wont settle for simple so I implemented all kinds of fancy stuff.
</p>
<p>
Anyway, this is not the final &#8216;product&#8217; but I just had to post an image. <img src='http://bassie-entertainment.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
</p>

<a href='http://bassie-entertainment.com/posts/545/2-planeten' title='Two planets'><img width="150" height="150" src="http://bassie-entertainment.com/files/2011/05/2-planeten-150x150.png" class="attachment-thumbnail" alt="Two planets" /></a>
<a href='http://bassie-entertainment.com/posts/545/atmosphere' title='Very simple atmosphere shader'><img width="150" height="150" src="http://bassie-entertainment.com/files/2011/05/atmosphere-150x150.png" class="attachment-thumbnail" alt="Very simple atmosphere shader" /></a>

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