Author Archives: Jonathan Blow

What we’ve been working on lately.

We built a DirectX11 rendering backend for our engine, which is likely to be the default when running on Windows. Up until now we had been running on DirectX9, which made sense when we thought the game was going to be done a while ago. But these days, DX9 is getting pretty old and busted. […]

Posted in Development, Engine Tech | 37 Responses

Irradiance Caching – Continued

… … Ignacio has posted the conclusion of his series on irradiance caching — at long last! — and released the source code. This code is a significant chunk of what makes lighting in The Witness as nice as it is.

Posted in Development, Engine Tech | 8 Responses

Island Snapshot: What-year-is-this Edition

E3 is happening in under two weeks, so what better thing to do than to completely destroy the part of the game everyone at E3 will play, and rebuild it from scratch in very limited time? This is of course a very crude mockup of what the new starting area will be. It’s smaller than […]

Posted in Progress Shots | 18 Responses

Witness Wednesday on How to Program

Sometimes people ask me for advice on how to program, and I have to say that Casey’s advice here is right on: http://mollyrocket.com/casey/stream_0019.html Meanwhile, we’ve had a lot of Witness Wednesday posts in a row on this blog. I’ll have to stop slacking and write something about the game.

Posted in Uncategorized | 12 Responses

Casey’s Witness Wednesday on Interpolation

He’s put up another very informative blog post, leaving the specific topic of grass planting, venturing into more general territory regarding interpolation. And there’s a video, from which it is possible to learn a lot of this is a new subject. Here’s the blog post. Here’s the video:  

Posted in Development, Engine Tech | 7 Responses

Witness Friday post on Casey’s blog

Casey Muratori is back, with more details about planting grass when you really care about how good the results are.       Update: And here’s another post, complete with a video showing in detail how the grass planting works in the actual game.

Posted in Development, Engine Tech | 18 Responses

Working on The Witness, Parts 5 and 6.

Casey Muratori has made new postings about the work he has done on The Witness: Working on The Witness, Part 5 Working on The Witness, Part 6 In this one he talks about how to distribute grass. Legally. As well as the different colors of noise one might want to be familiar with in order […]

Posted in Development, Engine Tech | 11 Responses

Hey look, Oculus support *plus* Steam Controller support.

Posted in Uncategorized | 51 Responses

Hey look, Steam controller support:

Posted in Uncategorized | 7 Responses

What that VR post was about

Last November I made a somewhat-mysterious posting which some people speculated was hinting at stereoscopic rendering in The Witness. Indeed it was, and Now It Can Be Told. Last year I was pessimistic about VR systems in the near future, since the ones I had tried didn’t seem to offer much (certainly not enough to […]

Posted in Development | 20 Responses