About Me

Hi. I'm Josh Ols. Lead Graphics Developer for RUST LTD.


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Entries in Blog (28)



My regular readers may be wondering why the "Screen-Space Bump Maps" and "Partial Derivative Normal Maps" articles are missing. If you have been following them lately, you may have noticed they kept receiving numerous changes. After coming across a lot of new information both from reading, and my own experiments, I have decided to take them down for now. I plan to repost them soon with more accurate information, better example images, and hopefully not requiring further revision.

My apologies for the inconvenience.


Plan of Attack!

Now that I have your attention, I think I will fill you in on the details of my big game project. Note I say "game" project, and not "engine" project. That distinction will inform most of the design decisions that will follow.

Having established all that, any good project should have some kind of direction, so here's mine.


  • OpenGL 2.1 (SM 3.0)
  • Cg
  • Bullet
  • OpenAL
  • Squirrel
  • wxWidgets
  • C++


  • Partial Derivative Normal Maps
  • Detail Maps
  • Skylights
  • Deferred shading
  • Linear Color Space calculations
  • HDR (?)
  • Directional Occlusion
  • Cascaded Shadow Maps
  • Framebuffer Distortion
  • Stipple Alpha testing
  • Distance Field Alpha testing
  • Linear Depth
  • Deferred Water
  • Soft Particles
  • Linear Alpha Blending
  • Alpha blending detail levels
  • CPU Skinning
  • CPU Blend Shapes
  • IK (?)


  • Asset viewer
  • Asset packer
  • Collada importer
  • .png, .psd, .xcf importer
  • Bump/Normal map converter

Final Word

Admittedly, this is not a complete list of everything that needs to go into this project. However, it covers most of the important points for what I have in mind. If anyone has any comments or suggestions from their own experiences, I would be quite happy to hear them. ;)


Setting Up Shop!

Hello denizens of the Interweb! I'm Josh, aka n00body. Welcome to my humble abode!

To get straight to the point, this site is where any interested parties will be able to track the progress of my graphics and game-related projects. Feel free to comment on my work, or even offer advice. I appreciate criticism, so long as it is constructive.


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