Latest News

By Mak, May 18, 2016 0 Dev, General

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 »

By Mak, May 7, 2016 0 General, News

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 »

By Mak, April 24, 2016 0 Dev, General, News

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 »

By Mak, April 22, 2016 0 Dev, General

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 »

By Mak, April 13, 2016 0 Dev, General, News

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 »

By Mak, March 29, 2016 5 Dev, General, News

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 »

By Mak, March 13, 2016 4 General

After the 34th Windows 10 graphics driver crash today (alas, I kid you not) I decided to ‘hope’ and check the Intel website for any possible sign of a fixed Intel HD 5000 Graphics Driver. I was not disappointed. In… Read More »

By Mak, March 11, 2016 Comments Off on More Bug Zapping Dev, General, News

Development wise? Nothing new. Bug wise – there are far fewer than the last post 🙂 I think at the close of the last blog post – there were 35 open bugs, at the time of writing this one –… Read More »

By Mak, March 3, 2016 Comments Off on The Bug Bane Dev, General, News

I’ve been smashing bugs of late, focusing entirely on the scene management system with a view to removing all the wrinkles and glitches that have accumulated around scene transitions. In more meaningful language – making sure the Autopilot / Linear… Read More »

By Mak, February 16, 2016 Comments Off on A spot of Networking… Design, Dev, General

It’s been a fairly busy few weeks since the last post, and you may be disappointed to hear it’s not ‘all about Dom’ either. The great ‘Project Management Housekeeping‘ exercise led me to check up on the status of my… Read More »

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