Dr. Orange4 months ago2024-02-18 16:37:11 UTC 4 comments
Dr. Orange1 year ago2023-02-18 12:24:28 UTC 4 comments
Roses are red,
violets are blue.
Today is the day
I become
Dr. Orange2 years ago2022-02-18 19:58:34 UTC 6 comments
Dr. Orange3 years ago2021-02-18 09:11:52 UTC 7 comments
Dr. Orange4 years ago2020-06-05 18:17:02 UTC 4 comments
Yeah, I graduated high school or secondary school depending on your preferred flavour of English today!
Dr. Orange7 years ago2017-02-18 10:51:59 UTC 11 comments
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Cryptic birthday journal.
Dr. Orange8 years ago2016-02-18 14:26:30 UTC 7 comments
x=x-1 -> 172+-832/4298+x=y-998289=98813+x-y+7 99+x-y=2x-87

It's my birthday
Dr. Orange8 years ago2015-12-05 19:13:40 UTC 2 comments
I find it kind of weird how in video games, sometimes the reload animation let the used ammo clip stay on screen, obviously showing you weren't switching it out.

Here's a gif I made to show what I mean:
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Dr. Orange8 years ago2015-08-14 08:22:45 UTC 5 comments
I found an unused texture in the Half-Life 2 game files. Of course I did the one responsible thing to do:
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On the topic of map optimization:
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He's hungry:
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Then we have the obvious 'must have':
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Download the base image and make your own!

GIMP xcf

Photoshop psd
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Dr. Orange8 years ago2015-08-11 14:00:17 UTC 1 comment
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I sincerely hope this is a scam.
Dr. Orange9 years ago2015-01-25 10:08:23 UTC 20 comments
Light, without it we wouldn't be able to see. And so it is in videogames. Lights are fundamental, every game have some sort of light, if ever so simple. In todays 3D games, there need to be some way to compute lighting data within 3D space, as volumetricaly most of the light eixst outside of a 2D face where the light is visible. How does the lighting really work in the GoldSrc engine? Does anyone know except for Valve themselves?
This is my theory on how it works:
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Of course I can't be sure... But anyone should know.