PBR, Flares & Flight

I’ve finally gotten around to integrating the Physically Based Rendering into Dominium, along with the long parked Engine Flare system!

Sadly, both suffer from ‘programmer art’ at the moment, but I’m happy it’s all now plumbed in and working, ready for the (eventual) day that I can get artists involved in a meaningful and productive manner.

To celebrate, I’ve knocked up another of my infamous ‘caption only’ videos (as it’s 4am) for your delectation and delight.

As a (not very well) hidden bonus, I’ve also thrown in some flight mechanics as I hot-seat around another programmer art space station in the making!


Edit —————————————————————-
Minor update – I know that video looks ‘unprofessional’ – crappy icons, alpha artifacts, dodgy PBR materials, and so on. Sadly, it’s all I have time for to get the actual dev work done on it’s own – it’s not ‘lack of professionalism’, more ‘lack of time to be professional’! 🙂 That and I haven’t pushed pixels for many a decade!

Anyway, here’s a screeny of the fixed up alpha blending on the engine effects at the very least 😉

Game 06_08_2016 12_08_50


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Author: Mak View all posts by

2 Comments on "PBR, Flares & Flight"

  1. Cornflakes_91 August 10, 2016 at 8:34 pm -

    heh, shiny.
    the nebula reflecting from that ship looked very nice, although it looked for a second that it became transparent because there was another blue-ish nebula behind xD

  2. Mak August 10, 2016 at 8:37 pm -

    Cheers Cornflakes – yeh there’s work to be done there, that’s for sure. Balancing the reflections so it’s noticable, but not ‘overly shiny’ is tricky 🙂 Still, the support is all there, ready for that distant day when I get artists on board to lend a hand.

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