Kyle Sloka-Frey
Owner of evolvingpoet media. Programmer, web designer, music lover, indie dev consultant, and whatever else needs done for those around me. My indie game site.
Tutorials
  • Game Development
    3 Questions to Help You Finish Your First GamePre
    52 shares
    Many gamedevs find that their first game is the hardest one to finish. I've worked as a consultant on almost a dozen "first" games with budding independent development companies, and gathered all of the lessons learned from those experiences here. After going over each question, I'll also give you a quick anecdote about how I (or someone I worked with) learned that lesson the hard way.Read More…
  • Game Development
    Let's Build a 3D Graphics Engine: Dynamic Lighting3d graphics engine hires
    8 shares
    Hello! This is the final article in our series on the basics of 3D software graphics systems, and this time we will be looking into dynamic lighting! Before you get too excited or too worried about how difficult a task like dynamic lighting can be, relax. We are only going to be covering the most basic form of dynamic lighting for now (since the entire subject itself is huge, and others have managed to fill entire books on the concept).Read More…
  • Game Development
    Let's Build a 3D Graphics Engine: Colors3d graphics engine hires
    6 shares
    Welcome! This is the sixth part in our Let's Build a 3D Graphics Engine series covering the basics of 3D graphics systems.  This time we are going to be talking about color and how to add it into our existing classes. We are also going to create a few useful functions to make handling lighting easier, which is what our next and final part will be about.Read More…
  • Game Development
    Let's Build a 3D Graphics Engine: Rasterizing Triangles and Quads3d graphics engine hires
    4 shares
    Welcome to the fifth part of our Let's Build a 3D Graphics Engine series!  This time, we will be building two new classes for rasterizing: one for triangles and one for basic quadrilaterals.  Then, we are going to take pieces from those two classes and put together a final, almighty polygon class.Read More…
  • Game Development
    Let's Build a 3D Graphics Engine: Rasterizing Line Segments and Circles3d graphics engine hires
    7 shares
    Hello, this is the fourth part of our series on 3D graphics engines. This time, we will be covering rasterization: the process of taking a shape described by mathematical formulas and converting it to an image on your screen.Read More…
  • Game Development
    Let's Build a 3D Graphics Engine: Spaces and Culling3d graphics engine hires
    4 shares
    Welcome! This is the third part of our series on 3D graphics engines. If you made it this far into the series, you'll be glad to know that this piece will be much lighter on the math aspect of 3D engines, and instead will take a focus on more practical things - in particular, adding a camera and a basic rendering system.Read More…
  • Game Development
    Let's Build a 3D Graphics Engine: Linear Transformations3d graphics engine hires
    5 shares
    Welcome to the second part of our 3D Graphics Engine series! This time we are going to be talking about linear transformations, which will let us alter properties like the rotation and scaling of our vectors, and look at how to apply them to the classes we've already built.Read More…
  • Game Development
    Let's Build a 3D Graphics Engine: Points, Vectors, and Basic Concepts3d graphics engine hires
    11 shares
    The 3D game engines that are behind today's biggest games are staggering works of mathematics and programming, and many game developers find that understanding them in their entirety is a difficult task. If you are lacking in experience (or a college degree, like myself), this task becomes even more arduous. In this series, I aim to walk you through the basics of graphics systems in 3D engines.Read More…