I was temporarily separated from my Wolfire live chat duties this past week while I was at GDC. However, the visitors continue to stream in. If you've seen all the silly Meebo…
The shadow maps we use in Overgrowth are unusual in that they contain two parts: direct shadows and ambient occlusion. These correspond to the two light sources in outdoor scenes…
Here is what is new in Overgrowth in the 70th weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are…
Some of you probably noticed that I have been neglecting my live chat duties on Wolfire's contact page. The reason was that while the rest of the team spent most of their week…
A couple days ago I wrote about solutions to some common Visual C++ problems (click here to read it). Today I would like to share some obscure features of VC++ that are actually…
Last week, the Mac build of the Overgrowth alphas got a tremendous speed increase. I alluded to the fact that some of these changes were contributed by someone who may or may not…
Visual C++ may be the standard IDE for PC game development, but it has its fair share of idiosyncratic problems that have bothered me for years, and forced me to find makeshift…
Back when we started Overgrowth, even before we had chosen a name, I had started on the test assets we would need in order to get gameplay working. This is the head I modeled for a…
In most action games, every battle lasts until one side has been completely exterminated. The victory condition is binary -- if all the enemies are dead, you have won. If some of…