We have visited GDC Europe and gamescom 2016 in Cologne, where we demonstrated the latest version of SUPERVERSE. Thanks for all the people who…
Google Analytics in games
This article has been featured by GamaSutra. A version in Serbian language has been published by StartIt.rs During the development…
Dynamic time-of-day and cloud shading
Terrain rendering on path to Superverse
Early work on what now is known as SUPERVERSE game was often interrupted with side attractions. Most of them were small…
Volumetric explosion for two
Ingredients: One well tessellated sphere. One vertex shader, pixel shader; noise generator or noise map of choice; one gradient color…
Cheap lights with spherical harmonics
For our game, I wanted strong direct lighting contrasted with smooth diffuse fill lights from the environment. NASA-photos-from-moon-style of lighting…
3 tips on making video game teaser
Firstly let’s differentiate teaser from the trailer. It is shorter, usually not more than one minute long. It reveals less…
Disco king
Game of light
Maybe this should have been the first teaser that went live since it reveals less of the gameplay. Why is…
Atmospheric effects in games
Traditionally, atmospheric effects in games are rendered rather naively. Fog, for example, is even today in many titles created with…
Shooting the rocks
To paraphrase Hemingway – the most frightening thing he would ever encounter was a blank sheet of paper. In this…
JSON and game data
Every game is dealing with loading and managing lots of data. We can argue that every game engine doesn’t do…















































