Video games are not movies

You’d think that this is self-evident, but many people (both inside and outside the industry) seem to be labouring under the confused impression that video games are in some way like movies. I’m writing this rambling little essay so that in the future I can point people to this page when they tell me that…

Busy, busy

Very slow progress on VectorStorm lately. This is mostly because of being extremely busy at work, but also because I’ve been playing games rather than making them, the past week. Stuff I’ve been playing this week: Sam and Max – The Raving Dead (excellent, for those following the Sam and Max series), Metroid Prime 3…

VectorStorm Shaders

It’s been too long since I posted a screenshot. Lucky that I’ve been working on something interesting to look at! Here’s the output of my very first VectorStorm virtual shader. Inside the simulated VectorStorm hardware, shaders are enabled inside the display list;  when you enable a shader, the rest of the display list is passed…

Directions for the future

So I’ve been thinking a little about what I want to do in the future, and have picked out a few possibilities. I’m very interested in implementing “shaders” for the VectorStorm virtual hardware.  These wouldn’t be OpenGL shaders (we already use one of those for the bloom effect, and there’s a disabled one for the…

ThunderStorm Post-Mortem

(I’ve uploaded updated builds of ThunderStorm, which allow users to remap their gamepads’ right analog stick. I encountered a gamepad today which had mapped the right analog stick to axes 4 and 5, bizarrely enough. If you’re having this sort of trouble with your gamepad, you might want to download 1.0.2. If not, there’s nothing…