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<channel><title><![CDATA[Gavan Woolery - News]]></title><link><![CDATA[https://www.gavanw.com/news]]></link><description><![CDATA[News]]></description><pubDate>Sun, 29 Mar 2026 16:56:31 -0700</pubDate><generator>Weebly</generator><item><title><![CDATA[This site is semi-deprecated, head to voxelquest.com]]></title><link><![CDATA[https://www.gavanw.com/news/this-site-is-semi-deprecated-head-to-voxelquestcom]]></link><comments><![CDATA[https://www.gavanw.com/news/this-site-is-semi-deprecated-head-to-voxelquestcom#comments]]></comments><pubDate>Mon, 14 Jul 2014 04:28:56 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">https://www.gavanw.com/news/this-site-is-semi-deprecated-head-to-voxelquestcom</guid><description><![CDATA[While I will probably use this site for personal or off-topic posts in the future, if you are interested in my work you should head to voxelquest.com. &nbsp;The Voxel Quest website has been updated more frequently - as of this writing the last update was May 1st 2014 and there is probably going to be another update in late July or early August 2014. [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style="text-align:left;">While I will probably use this site for personal or off-topic posts in the future, if you are interested in my work you should head to <a href="http://www.voxelquest.com" title="">voxelquest.com</a>. &nbsp;The Voxel Quest website has been updated more frequently - as of this writing the last update was May 1st 2014 and there is probably going to be another update in late July or early August 2014.</div>]]></content:encoded></item><item><title><![CDATA[Voxel Quest Engine First Look]]></title><link><![CDATA[https://www.gavanw.com/news/voxel-quest-engine-first-look]]></link><comments><![CDATA[https://www.gavanw.com/news/voxel-quest-engine-first-look#comments]]></comments><pubDate>Tue, 10 Sep 2013 02:40:07 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">https://www.gavanw.com/news/voxel-quest-engine-first-look</guid><description><![CDATA[       Head over to VoxelQuest.com for the first sneak peak (it will be live in about an hour)! [...] ]]></description><content:encoded><![CDATA[<div><div class="wsite-image wsite-image-border-thin " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a href='https://www.gavanw.com/uploads/9/5/4/0/9540564/6270805_orig.png' rel='lightbox' onclick='if (!lightboxLoaded) return false'> <img src="https://www.gavanw.com/uploads/9/5/4/0/9540564/6270805_orig.png" alt="Picture" style="width:100%;max-width:1024px" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:left;">Head over to <a href="http://www.voxelquest.com">VoxelQuest.com</a> for the first sneak peak (it will be live in about an hour)!</div>]]></content:encoded></item><item><title><![CDATA[Voxel-Based GUI]]></title><link><![CDATA[https://www.gavanw.com/news/voxel-based-gui]]></link><comments><![CDATA[https://www.gavanw.com/news/voxel-based-gui#comments]]></comments><pubDate>Tue, 13 Aug 2013 20:18:39 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">https://www.gavanw.com/news/voxel-based-gui</guid><description><![CDATA[First of all, I am happy to introduce my new investor: Tristan van Essen, who is making all of this possible. &nbsp;He is a great guy, and I'm not just saying that because he is giving me money. :) &nbsp;It takes either a very smart person or an insane person to see potential in my work, so I'm glad that Tristan is both. ;) &nbsp;I hope that I can reward his good faith with success for both of us. &nbsp;So I am working on Voxel Quest full time now, which means this website will definitely be see [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style="text-align:left;">First of all, I am happy to introduce my new investor: Tristan van Essen, who is making all of this possible. &nbsp;He is a great guy, and I'm not just saying that because he is giving me money. :) &nbsp;It takes either a very smart person or an insane person to see potential in my work, so I'm glad that Tristan is both. ;) &nbsp;I hope that I can reward his good faith with success for both of us. &nbsp;So I am working on <a href="http://www.voxelquest.com" target="_blank" title="">Voxel Quest</a> full time now, which means this website will definitely be seeing a lot more updates.<br /><br />That said, a screenshot:</div>  <div><div class="wsite-image wsite-image-border-thin " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a href='https://www.gavanw.com/uploads/9/5/4/0/9540564/5403105_orig.png' rel='lightbox' onclick='if (!lightboxLoaded) return false'> <img src="https://www.gavanw.com/uploads/9/5/4/0/9540564/5403105_orig.png" alt="Picture" style="width:100%;max-width:977px" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:left;">And another:</div>  <div><div class="wsite-image wsite-image-border-thin " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a href='https://www.gavanw.com/uploads/9/5/4/0/9540564/9782582_orig.png' rel='lightbox' onclick='if (!lightboxLoaded) return false'> <img src="https://www.gavanw.com/uploads/9/5/4/0/9540564/9782582_orig.png" alt="Picture" style="width:100%;max-width:856px" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:left;">And a video (sorry its a bit choppy, I had to capture in software this time vs using a hardware recorder):</div>  <div class="wsite-youtube" style="margin-bottom:10px;margin-top:10px;"><div class="wsite-youtube-wrapper wsite-youtube-size-large wsite-youtube-align-center"> 	<div class="wsite-youtube-container">                  		<iframe src="http://www.youtube.com/embed/WLjBjKeNv14?wmode=opaque" frameborder="0" allowfullscreen></iframe> 	</div> </div></div>  <div class="paragraph" style="text-align:left;">I have put a lot of work into the GUI (probably too much), but thankfully I am done with it although I will add in features here and there as I have time (namely, make it more user-friendly). &nbsp;However, building out the GUI has allowed me to rapidly implement many other things that will be used in the engine such as fast AO, materials, shadows, and so forth. &nbsp;It's nice to be able to preview exactly how materials will look within the editor itself. &nbsp;I did some major overhauls on the performance side of things, and it performs quite well even on the Intel 4000 chip pictured here (as noted, the video is a software capture; normally it is much more smooth). &nbsp;I am relieved this worked out well because there is a lot of dynamic updating going on for mesh and buffer data. &nbsp;Aside from that, it is not resource intensive at all since it only updates when you move the mouse or click a button (and only uses 40 mb of texture memory, which could be far less if optimized).<br /><br />The GUI is extremely flexible, much more so than what is demoed here. &nbsp;It can support any layout, and the layouts are liquid/fluid/elastic/choose your term -- meaning that I just drop in components and it autosizes them correctly and intelligently. &nbsp;It will even minimize container widths and heights to their smallest children, meaning you don't have to tweak column widths to see everything at once -- it all just fits.<br /><br />You can additionally take any JSON data and it will build a GUI for you to edit it -- which is what's being done here. &nbsp;Not only that, but it can spit back out an updated JSON across a websocket or to a file, which means real-time editing of any of your game data (as I mentioned, my editor hooks up to a C++ server that hosts the game, or can be directly embedded in the game). &nbsp;One needed improvement is nesting the data more to take up vertical space - every node opens up a new horizontal container right now.<br /><br />One thing that you may have noticed is the color, which is more vivid than your typical game engine (IMO). &nbsp;It uses the&nbsp;<a href="http://en.wikipedia.org/wiki/Lab_color_space" target="_blank" title="">LAB</a> color space. &nbsp;You are probably familiar with the RGB (Red, Green, Blue) and HSL (Hue, Saturation, Luminance) color spaces already. &nbsp;The LAB color space (and its variants) are generally considered to be the most perceptually uniform color spaces. &nbsp;Picking out a single color, this really makes little difference. &nbsp;The LAB color space really shines on interpolation. &nbsp;If you want to blend color A to color B using RGB, it will often turn grey between the two. &nbsp;LAB avoids this by keeping saturation and lightness more or less constant between two points, at least perceptually speaking. &nbsp;If you want to learn more about this, <a href="http://www.stuartdenman.com/improved-color-blending/" target="_blank" title="">here</a> is a good link. The easiest way to understand the difference between the two is probably a visual comparison of their linear spaces. &nbsp;Take a look at a LAB color ramp (top, mirrored) vs a HSL ramp (bottom):<br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:10px;margin-right:0;text-align:right"> <a> <img src="https://www.gavanw.com/uploads/9/5/4/0/9540564/3116032_orig.png" alt="Picture" style="width:100%;max-width:270px" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div><div class="wsite-image wsite-image-border-thin " style="padding-top:10px;padding-bottom:10px;margin-left:10px;margin-right:10px;text-align:right"> <a> <img src="https://www.gavanw.com/uploads/9/5/4/0/9540564/8698573.png?1376425475" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:left;"><span style="line-height: 1.5;">Doing LAB interpolations in realtime would be way too expensive. &nbsp;So I precompute it. &nbsp;I use gradients to build a lighting ramp, which might seem like a naive approach but in my experience it is far superior to tweaking things like specular, ambient, and diffuse lighting. &nbsp;Even to experts, the mind cannot fully grasp how such colors are added together to form the result. &nbsp;A gradient is great because you know exactly how each color is going to act. &nbsp;If this lighting is too simplistic you can always add additional rules. &nbsp;It produces far from realistic lighting, but I am much more interested in style than I am realism. &nbsp;All of the chrome-ish textures you see above are achieved solely with gradient lighting - no reflection maps (although I will probably use reflection maps eventually since they provide better looking results).</span><br /><br />Eventually I may use this GUI to power the Voxel Quest website (since it runs in a browser, obviously), but its other uses are:<br /><br /><ul style=""><li style="">An editor<br /></li><li style="">A scripting engine (sometimes its way easier to find a snippet of javascript to do something than try and integrate a C++ library into your build).<br /></li><li style="">Inventory Screen</li><li style="">Stat Screen / Character Creation</li><li style="">Intro Menu</li><li style="">Settings</li><li style="">Dialogues / NPC interaction</li><li style="">Debug Information</li><li style="">Popping up DRM notifications every five minutes &gt;:)</li></ul><br /><br />Now that I'm finally done with this aspect (at least, past the worst of it) I am going to focus on getting the interesting stuff going for Voxel Quest, namely finishing up the terrain generation.<br /></div>]]></content:encoded></item><item><title><![CDATA[Voxel-Based Text]]></title><link><![CDATA[https://www.gavanw.com/news/voxel-based-text]]></link><comments><![CDATA[https://www.gavanw.com/news/voxel-based-text#comments]]></comments><pubDate>Mon, 01 Jul 2013 12:01:05 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">https://www.gavanw.com/news/voxel-based-text</guid><description><![CDATA[First, obligatory screenshot:         And a video:   	                  		 	   This is a quick rundown on the text rendering and layout of my engine. &nbsp;The above demo is running on an Intel 4000 chip (a relatively weak, nondiscrete GPU) and never drops below 60 fps after initial startup / loading lag.My engine runs in two parts - one is javascript/WebGL, and the other is C++/OpenGL. &nbsp;These two parts communicate via TCP/Websocket. &nbsp;This probably seems like more work than it is worth [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style="text-align:left;">First, obligatory screenshot:</div>  <div><div class="wsite-image wsite-image-border-thin " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.gavanw.com/uploads/9/5/4/0/9540564/5613661_orig.png" alt="Picture" style="width:100%;max-width:823px" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:left;">And a video:</div>  <div class="wsite-youtube" style="margin-bottom:10px;margin-top:10px;"><div class="wsite-youtube-wrapper wsite-youtube-size-hd wsite-youtube-align-center"> 	<div class="wsite-youtube-container">                  		<iframe src="http://www.youtube.com/embed/YPxb2RXEb94?wmode=opaque" frameborder="0" allowfullscreen></iframe> 	</div> </div></div>  <div class="paragraph" style="text-align:left;"><span style="line-height: 1.5;">This is a quick rundown on the text rendering and layout of my engine. &nbsp;The above demo is running on an Intel 4000 chip (a relatively weak, nondiscrete GPU) and never drops below 60 fps after initial startup / loading lag.</span><br /><span style="line-height: 1.5;"><br /><span style="line-height: 1.5;"><br /></span><br />My engine runs in two parts - one is javascript/WebGL, and the other is C++/OpenGL. &nbsp;These two parts communicate via TCP/Websocket. &nbsp;This probably seems like more work than it is worth, but I have found it to be invaluable. &nbsp;Javascript is good, but is not a silver bullet and there is a good reason the majority of games are still written in C++. &nbsp;However, javascript does allow me to handle all of that high-level, non-performance-critical stuff much more easily than C++. &nbsp;It has other advantages like instant code changes via console scripting or page refresh. &nbsp;It also makes modding the engine really easy for other people -- no need to mess with compilers, just change some .js files.</span><br /><br />The javascript side handles mostly the interface type stuff, both in game (like inventory/stat screens) and the tools used to modify the game environment. &nbsp;It might seem like it would bog down a system to run two OGL instances at once, but actually I coded it such that the browser halts rendering when you mouse out of it, or unless it gets an update message. &nbsp;But even with that said my real intention was to be able to run the browser portion on any device (i.e. a tablet -- there are already tablets that can run WebGL, some much better than others), and free up the rest of the system to render the game environment. &nbsp;There is no theoretical limit to the number of clients, so in theory you could run the editor across many computers/devices at once (synching is very easy, just broadcast messages).<br /><br />Because the browser side is used to modify many of the resources like materials and shaders, it is best to be able to preview that stuff in the same screen. &nbsp;It might seem a bit crazy to create a text renderer from scratch in a web browser, but I wanted it to look good an be responsive. &nbsp;Right now it still needs optimization (just in one area mostly, the ambient occlusion).<br /><br />Why voxels, why not polygons? After all, three.js has a built-in example for polygon text. &nbsp;Well, polygon text does not scale very well - after a few hundred characters your system will not respond well...its also a lot of geometry to handle. &nbsp;My text is just a single quad for each letter, with some shader magic (although it does do a real rendering of volumetric data, nothing is "faked"). &nbsp;It does not matter how many characters you have on the screen, the only thing that effects performance is the size of the buffer the text is rendered to. &nbsp;It does not use any dirty tricks like rendering to a canvas, this text is all laid out in code with bitmap fonts (surprisingly fast, although like I said the AO shader is causing some lag right now). &nbsp;There is of course some sacrifice between "looking cool" and legibility but the engine is flexible and can render fonts in pretty much any style, even plain looking text. &nbsp;It supports all fonts, left/center/right alignment, text wrapping (with word breaking for continuations), any font size or scale, different styles of beveling, per-letter materials, etc. &nbsp;It also uses ray-cast shadows. &nbsp;The text is genuinely 3D, although many optimization tricks are used in light of the orthographic, fixed perspective (I figure most users wont care to rotate the text around).<br /><br />This is actually the harder part of creating the GUI for my game, the layout is fairly easy (in fact I already wrote a layout engine a year ago in javascript for a canvas-based GUI, in less than a day). &nbsp;It will support most layout paradigms you are used to (like creating an html page basically, but in JSON). &nbsp;The other benefit is that this look meshes seamlessly with the rest of the game (note this is not at all the final look of the interface, just a test run). &nbsp;I think that it might look really good when I introduce some volumetric materials in (cobblestone, wood, brass, etc).<br /><br />From a technical standpoint, this is how the engine works:<br /><ul><li>First, fonts are converted to bitmaps and layout data in an external tool, with some embedded information like the character code as a color (thus no support for Unicode yet, as this is a 0-255 value at the time).</li><li>Normal and distance information is calculated for the bitmap font on a gpu and stored. &nbsp;Normals and distance are both used for the font beveling, and the font edges.</li><li>Distance information is calculated using the anti-aliased version of the font...sort of like signed distance font rendering but not quite. &nbsp;This prevents weird artifacts (like the ones you would see doing a chisel bevel in Photoshop).</li><li>Fonts are laid out using a dynamic mesh with enough buffer room to store some additional characters (i.e. dashes used on words that run over two lines). &nbsp;Thus there is no need to destroy/recreate the buffer unless the amount of text changes dramatically.</li><li>A background is calculated (potentially based on the size of the string it contains), and draw with a single quad (rounded corners, or other types of corners, are calculated in the shader).</li><li>A base image is rendered and extruded by stacking many quads, all within one batch without any shader changes. &nbsp;As it gets extruded, it uses the discard command to get rid of voxels that do not exist at the current height, thus avoiding transparency use which speeds up the process quite a bit. &nbsp;This process could just as well be done by rendering a volume within a single cube, it just depends on your needs. &nbsp;It can render maybe a 100 voxel layers on a slower machine in realtime. &nbsp;However I only do this process once until the scene changes again.</li><li>Ambient occlusion is calculated in screen space.</li><li>Lighting is calculated in realtime, with ray-cast shadows. &nbsp;Shadows use the distance from the last ray hit to make them look softer.</li></ul><br />Anyway, I am traveling to Germany and Switzerland in a few hours, so I may not be able to answer questions right away. &nbsp;I will write more when I get time. :)<br /><br />One last screenshot, just messing around with the voxels and using a sin wav on the background height:<br /><br /></div>  <div><div class="wsite-image wsite-image-border-thin " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.gavanw.com/uploads/9/5/4/0/9540564/4615645_orig.png" alt="Picture" style="width:100%;max-width:700px" /> </a> <div style="display:block;font-size:90%"></div> </div></div>]]></content:encoded></item><item><title><![CDATA[Finally...]]></title><link><![CDATA[https://www.gavanw.com/news/finally]]></link><comments><![CDATA[https://www.gavanw.com/news/finally#comments]]></comments><pubDate>Sat, 15 Jun 2013 05:40:00 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">https://www.gavanw.com/news/finally</guid><description><![CDATA[As of (roughly) today, I am now working fulltime on VoxelQuest (prior, I had almost no time due to a job that often required +80/hours a week). &nbsp;Expect updates more than once a year now! :) [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style="text-align:left;">As of (roughly) today, I am now working fulltime on VoxelQuest (prior, I had almost no time due to a job that often required +80/hours a week). &nbsp;Expect updates more than once a year now! :)<br /></div>]]></content:encoded></item><item><title><![CDATA[Voxel Quest (.com) Making Headway]]></title><link><![CDATA[https://www.gavanw.com/news/voxel-quest-com-making-headway]]></link><comments><![CDATA[https://www.gavanw.com/news/voxel-quest-com-making-headway#comments]]></comments><pubDate>Tue, 05 Mar 2013 09:37:57 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">https://www.gavanw.com/news/voxel-quest-com-making-headway</guid><description><![CDATA[       The&nbsp;Voxel Quest&nbsp;website is slowly coming to life, give it a look. &nbsp;I have posted a fair amount of info about the game in the "about" section. &nbsp;I have also attached a screenshot of the current hex layout and perspective below:        [...] ]]></description><content:encoded><![CDATA[<div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a href='http://www.voxelquest.com' target='_blank'> <img src="https://www.gavanw.com/uploads/9/5/4/0/9540564/6635288_orig.gif" alt="Picture" style="width:100%;max-width:582px" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:left;">The&nbsp;<a href="http://www.voxelquest.com" target="_blank" title="">Voxel Quest</a>&nbsp;website is slowly coming to life, give it a look. &nbsp;I have posted a fair amount of info about the game in the "about" section. &nbsp;I have also attached a screenshot of the current hex layout and perspective below:</div>  <div><div class="wsite-image wsite-image-border-thin " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.gavanw.com/uploads/9/5/4/0/9540564/150970_orig.png" alt="Picture" style="width:100%;max-width:988px" /> </a> <div style="display:block;font-size:90%"></div> </div></div>]]></content:encoded></item><item><title><![CDATA[Quick Update]]></title><link><![CDATA[https://www.gavanw.com/news/quick-update]]></link><comments><![CDATA[https://www.gavanw.com/news/quick-update#comments]]></comments><pubDate>Sun, 17 Feb 2013 01:20:49 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">https://www.gavanw.com/news/quick-update</guid><description><![CDATA[I've updated my site a little bit with a screenshots and videos section, containing most of my (game-related) work over the past decade from various projects and clients. I've added some screenshots from my engine from a few months ago. &nbsp;I have added in isometric rendering and now all generation is done on the GPU, meaning it goes way faster (can generate billions of voxels in a few seconds) -- screenshot below. &nbsp;Also, I'm building up a site for my new game, appropriately called Voxel  [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style="text-align:left;">I've updated my site a little bit with a screenshots and videos section, containing most of my (game-related) work over the past decade from various projects and clients. I've added some screenshots from my engine from a few months ago. &nbsp;I have added in isometric rendering and now all generation is done on the GPU, meaning it goes way faster (can generate billions of voxels in a few seconds) -- screenshot below. &nbsp;Also, I'm building up a site for my new game, appropriately called <a href="http://www.voxelquest.com" target="_blank" title="">Voxel Quest</a>. &nbsp;More details to come when I get a break from work! Not the "really cool" update I was hoping to provide (which is not really <em>that</em>&nbsp;cool, just some stuff I was hoping to get out for the new terrain engine).<br /><br /></div>  <div><div class="wsite-image wsite-image-border-thin " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.gavanw.com/uploads/9/5/4/0/9540564/336428623.png" alt="Picture" style="width:100%;max-width:800px" /> </a> <div style="display:block;font-size:90%"></div> </div></div>]]></content:encoded></item><item><title><![CDATA[Some Really, Really Cool Stuff is Coming Soon...]]></title><link><![CDATA[https://www.gavanw.com/news/some-really-really-cool-stuff-is-coming-soon]]></link><comments><![CDATA[https://www.gavanw.com/news/some-really-really-cool-stuff-is-coming-soon#comments]]></comments><pubDate>Sat, 03 Nov 2012 18:37:21 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">https://www.gavanw.com/news/some-really-really-cool-stuff-is-coming-soon</guid><description><![CDATA[That's all I'll say for now. :D [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style="text-align:left;">That's all I'll say for now. :D</div>]]></content:encoded></item><item><title><![CDATA[I am still alive!]]></title><link><![CDATA[https://www.gavanw.com/news/i-am-still-alive]]></link><comments><![CDATA[https://www.gavanw.com/news/i-am-still-alive#comments]]></comments><pubDate>Sun, 29 Apr 2012 15:13:27 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">https://www.gavanw.com/news/i-am-still-alive</guid><description><![CDATA[Just a quick update, I know I have not posted for a while - I have been pretty hammered at my "day job" but I am continuing to work on the engine as I get time - right now it is a lot of "non-visual" progress, as in backend, resource management, saving/loading data, and UI layout. [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style='text-align:left;'>Just a quick update, I know I have not posted for a while - I have been pretty hammered at my "day job" but I am continuing to work on the engine as I get time - right now it is a lot of "non-visual" progress, as in backend, resource management, saving/loading data, and UI layout.</div>]]></content:encoded></item><item><title><![CDATA[Water]]></title><link><![CDATA[https://www.gavanw.com/news/water]]></link><comments><![CDATA[https://www.gavanw.com/news/water#comments]]></comments><pubDate>Fri, 24 Feb 2012 10:43:56 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">https://www.gavanw.com/news/water</guid><description><![CDATA[Added in some volumetric water. &nbsp;The water is not simply a plane (as is typical in many games) - it consists of a full set of voxels (you can kind of see this in the cutaway view shown below). &nbsp;Right now, the water is also shaded differently based on how close it is to an object, but I want to make it a bit more dramatic. &nbsp;I also need to add some depth to the water so that it is more occluded as it gets deeper. &nbsp;Additionally, I want to add refraction and probably animated wav [...] ]]></description><content:encoded><![CDATA[<div  class="paragraph editable-text" style=" text-align: left; ">Added in some volumetric water. &nbsp;The water is not simply a plane (as is typical in many games) - it consists of a full set of voxels (you can kind of see this in the cutaway view shown below). &nbsp;Right now, the water is also shaded differently based on how close it is to an object, but I want to make it a bit more dramatic. &nbsp;I also need to add some depth to the water so that it is more occluded as it gets deeper. &nbsp;Additionally, I want to add refraction and probably animated waves - so as you can tell, this is still far from complete.<br /><br /></div>  <div ><div class="wsite-image wsite-image-border-thin " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a href='https://www.gavanw.com/uploads/9/5/4/0/9540564/4591292_orig.png' rel='lightbox' onclick='if (!lightboxLoaded) return false'> <img src="https://www.gavanw.com/uploads/9/5/4/0/9540564/4591292_orig.png" alt="Picture" style="width:100%;max-width:1100px" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div ><div class="wsite-image wsite-image-border-thin " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a href='https://www.gavanw.com/uploads/9/5/4/0/9540564/445512_orig.png' rel='lightbox' onclick='if (!lightboxLoaded) return false'> <img src="https://www.gavanw.com/uploads/9/5/4/0/9540564/445512_orig.png" alt="Picture" style="width:100%;max-width:1100px" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  ]]></content:encoded></item></channel></rss>