Normal Mapping in 2D

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An extremely common method of having¬†pixel-accurate lighting information in real-time 3D (and obviously sometimes 2D) renderers is the usage of normal maps. I implemented support for them a while back but it wasn’t until recently that I smoothed out all the bumps (no pun intended) involving them. The normal of a surface is the direction […]

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As the project has grown bigger I figured I’d move from a media site to a little blog thing. I don’t really expect anyone to be interested in reading what I have to say but while working on some features I’ve felt the urge to type out some thoughts, so this will mostly be a […]