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Design Principles from Tufte

Design Principles from Tufte

February 4th, 2009

Minoru Niijima's version of E.J. Marey's train schedule from Paris to Lyon. X-axis is time, Y-axis is space. Horizontal red lines are stations. Diagonal red lines chart out…

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Overgrowth Alpha 12

Overgrowth Alpha 12

February 2nd, 2009

Another week, another alpha. Here is what is new in Overgrowth this week. Overgrowth As usual, we have fixed a number of bugs, tweaked some stuff, and implemented some new features…

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The 6 Silliest Meebo Moments

The 6 Silliest Meebo Moments

February 2nd, 2009

I've been wanting to share these with you guys for a while now, but the timing is especially appropriate in the wake of Jeff's latest post. Jeff covered all the important benefits…

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Why we have live support

Why we have live support

February 1st, 2009

One advantage that Wolfire has over a lot of other companies is the level of customer service we provide. We often respond to new emails within the hour. We monitor our forum. We…

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Designing Cultures

Designing Cultures

January 30th, 2009

We are going to have lots of different cultures in Overgrowth, not just for each different animal species, but for sub-groups within each species. In order to plan out the…

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Map Editor Video

Map Editor Video

January 30th, 2009

A lot of people were asking how to use the editor in the latest Overgrowth alpha, so we decided to make a video to show off all the tools! It stars John as the narrator, and…

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 6 Tips For Becoming A Game Developer

6 Tips For Becoming A Game Developer

January 29th, 2009

After manning the meebo widget for a few months, I've been asked many times about the best way for someone to enter the realm of game development. Granted, Wolfire is a very young…

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Overgrowth Alpha 11

Overgrowth Alpha 11

January 27th, 2009

We've got some pretty cool stuff in Overgrowth this week. As mentioned yesterday, we now have fancy texture compression. This will let Overgrowth run on many more computers…

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Scaling images with alpha

Scaling images with alpha

January 27th, 2009

To put transparent images in games, we usually use images that contain an alpha channel specifying the transparency of each pixel. Here's an example of an image being composited…

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