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I’ve been back visiting the unpleasant Bugland this past week or so, and also tinkering with some visual effects; velocity markers and course tunnels. Velocity Markers have two tiers; HUD markers which are projected by the ship-board systems, and ‘real’… Read More »
You hopefully be glad to hear work has begun in earnest! I’ve begun pulling all the fragments written so far into some kind of order, and I’m now establishing the basic timeline for the story. I’ve done a second pass/edit… Read More »
A quick announcement that the (very long awaited) v1.1 edits have finally been uploaded to Google Play, Amazon and Kobo! v1.1 sees a lot (far too many!) of spelling and grammatical fixes, and a small bonus section for any fans… Read More »
Hi folks! I’ve finally managed to polish up the article – it’s amazing how much time it takes to put something together, then edit and format it to be suitable for an article, and then do it all again to… Read More »
Another ping-keep-alive I’m afraid… I’ve created the article, reverse engineering the ‘working’ PBR shader I had built… and then found it wasn’t working the same way… on further investigation I found the ‘working’ PBR shader wasn’t quite working as it… Read More »
Hi folks, I’m afraid time is tighter than usual, so this is a fire-and-forget-keep-alive post, with a purdy 4K picture from the Physically Based Rendering work being done behind the scenes. It’s shaping up very well for the first pass,… Read More »
Well (in a move that probably won’t encourage much in the way of sympathy!) I have moved to the Microsoft Surface Book for my mobile Windows development. I’ve scoured the current flotilla of laptops available today, and frankly, the MSB… Read More »
Due to having no laptop 🙁 this past week, I decided to do some research on Physically Based Rendering. I’d been planning to tackle something along these lines since I first created 666’s material system back in 2003. Back then,… Read More »
A dull, keep-alive post I’m afraid… The past couple of weeks has seen me close in on zero know bugs… But rats, I got stymied by the third from last! The innocuously titled bug ‘Vessel mounts no longer orient correctly.’… Read More »
Whilst it’s been a dry news month – I’ve been busy behind the scenes… Thanks to my offline Redmine workflow, I’ve busted an amazing 24 bugs this month, and logged an incredible 38.58 hours! That’s a full working week on… Read More »