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Monthly Archives: February 2012
Is Anybody There?
Probably not, at least not yet. So why create a blog with no potential readers? The main reason is that I find writing ideas down in concrete form a necessary first step in the process of taking an idea to … Continue reading
A Matter of Scale
When dealing with a voxel world the number of blocks visible at one time grows quickly as it depends on volume which grows as n^3. Looking at MineCraft again for some examples: the far distance has a view diameter of … Continue reading
How Fast is Fast Enough?
Something I was thinking on the way home: in real-time procedural world generation how fast do we have to be able to create the world in real-time? In a procedural and semi-infinite world like MineCraft the game only generates and … Continue reading
What’s In a Name?
Why “Emergent Game Design”? I’d like to say it was after weeks of careful and meticulous research into the optimal company name but in reality it was after just a half an hour of playing around with various name combinations … Continue reading