More Stok3d: Parallax mapping & Water shading

Today’s update on Stok3d is perhaps not as useful as the previous post, but I certainly had fun working on it. Or as we say in Dutch with a word blatantly stolen from German: it’s “spielerei”. Demos: I’m going to post the demos first this time. Saves you some scrolling effort, because the explanations below…

Experimenting with Alchemy: of Smoke, Milk, and Ink

Thanks to Ralph Hauwert’s blogpost pushing a baffling >300.000 particles using Alchemy, I finally got the much needed motivation to try out Alchemy myself. To be able to get started asap, I decided to return to something I’ve done before: fluid and smoke dynamics, but with a different algorithm (see Mike West’s article on Gamedev).…

Flash Player 10 on the big screen!

On a rare occasion, instead of posting code and experiments, I like to post some things I’ve done at my job. Especially when it illustrates a practical use of some of my earlier experiments. So here we go! For a project for the University of Ghent at Nascom (via Saatchi & Saatchi), I had to create…

Verlet + Newton + FP10 = Cloth Simulation

A project I’m currently involved in inspired me to completely rewrite my old Curtain class into something more stable and versatile. Using a character physics method based on Verlet integration, and adding some properties for friction and gravity, it resulted in a 2D cloth simulation (at least after some updates I just did since I needed…