Today I will show how to create a textured spinning cube using Unreal Engine 4. Making a cube spin is basically what I consider the “litmus test” of 3D engines. How long it takes you to figure this out will show how convenient or capable the engine is. While I might have skipped this test (by jumping straight into creating Pong) I thought it was worthwhile to go back and try it. Hopefully this tutorial will be helpful to some of you just getting started. First thing you should do is create a new blank project. I chose to make the project with the starter content (andRead More →

So I am actually not looking to try to break into the game industry as an artist. Why did I read this book? Well, I am very much interested at upping my game when it comes to real-time graphics and content creation as a hobby. Computer graphics are just fascinating to me, and the best engine and shaders in the world will not save a shabby piece of art. This book seemed like a good way to get into the artist mindset. To top things off, the sticker-price was a palpable $12 dollars and the cover art looked great (important when taking art direction). Basically whatRead More →

In what has to be one ridiculously long title for a pretty straight-forward book, Getting Started in 3D with Maya: Create a Project from Start to Finish – Model, Texture, Rig, Animate, and Render in Maya is actually not a bad place to start if you’re trying to get into 3D. Adam Watkins manages to pack all the crucial steps of 3D modeling and animation into 9 concise chapters. I enjoyed the flow of the book, and felt that every important detail was explained. The author teaches just enough to get to the next step, and it’s all done in a logical order and progression. If youRead More →

I found this book to be quite interesting, but it’s also very specific to the 3ds Max package. How to Cheat in 3ds Max 2015: Get Spectacular Results Fast by Michael McCarthy has about 15 chapters focusing on various aspects of the 3d modeling process. It probably only took me about a week to read the text, which I don’t mind at all. Not every book has to be a 1000 page tome. I actually find it refreshing to read short books, especially if the author can impart a deal of knowledge in a quick span of time. How to Cheat in 3ds Max 2015 was oneRead More →

If you’re working with 3ds Max, or even similar packages, I think this book holds some insight. I’ve tried a few different modeling packages, but somehow Max just seemed to click better for me. Maybe it’s because it was the first one I started learning with, or maybe it’s popular for a reason. Not sure, but I think it’s a very capable product (especially for game development). 3ds Max Modeling for Games shows you how to do some basic (and not so basic) modeling tasks in the app. I found the instruction to be detailed and clear, though at times it can be very specific toRead More →

  Today I’d like to unveil what I’ve been working on for about 2 weeks: Pong in Unreal Engine 4. Most of that time was spent reading documentation and watching tutorial videos just to figure out the basics. There is actually a *lot* of good material out there for Unreal Engine 4, the docs have been helpful and there are plenty of videos. Disappointingly, there are barely any books out there for the engine, but I’m sure that will change quickly. Pretty much anyone will tell you, when you are learning to develop games (or switching to a new engine/platform), the best thing to doRead More →

So it comes with great reluctance but I think I will have to suspend development on my 3D game engine, at least for the near future. Surely this will be a disappointment to anyone following the progress and I did not make the decision lightly. After spending some time thinking about it, I think it’s the right move. It’s just really hard to justify the amount of time and effort put into this when there are much better solutions available off-the-shelf. In the little less than 2 years I’ve worked on this project, I think I have made decent strides. Honestly, I was not working on itRead More →

  It’s been some time since the last 3D engine update, but I’m still sticking with it. Currently I am working on getting a physics engine implemented. The video you see above is the first glimpse of this custom physics engine. Obviously it’s ultra basic right now, but it’s a start. The algorithm is based on a verlet integrator, and the code is running using DirectCompute on the GPU. To be honest, it’s pretty hacked together right now, and the bounds/bouncing behavior is hard-coded. But, hey, it’s something! I also tweaked the style of the demo to more closely align with other demos from researchersRead More →

Shadow Algorithms Data Miner by Andrew Woo was an interesting find for me. The oddly titled book was released over 2 years ago, yet there wasn’t a single review on Amazon (where I purchased the e-book). However, I read the table of contents and it seemed pretty extensive in it’s coverage of computer graphic shadow techniques. So I decided to take a chance and purchase the item. I am glad I did. Prior to vacationing in Japan, I started reading the book and managed to finish it before the plane ride back. It was only about 200 pages long, somewhat short for a technical text,Read More →

  After struggling for a bit with the shadow mapping implementation, I finally have something presentable. I followed a tutorial from Microsoft and thought I understood what was happening. However, it required a lot of changes in the rendering code and it took a little while to get things working. Even once it was somewhat functional, I still had some issues with what they call shadow acne. It seemed really bad on the self-shadowing side of objects. I tried tweaking all the values I could (i.e. the bias in the shader), but I was not able to get it to look right. Finally I justRead More →