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Finally, I’ve been able to capture video with FRAPS. No idea how, it just ‘”worked” so I grabbed a quick sequence of the Galaxy Map to show it’s current state of play whilst I could! I was rushed I’m afraid,… Read More »
So – I integrated Shadows into Dom – and they don’t work. Something in the render path is basically chucking a curve ball into it and knocking it for six. I did my best with the time available, but I’ve… Read More »
Ok, no video – let’s get that out of the way 🙂 Sorry! Reason : refactoring. I wanted to use the same code for rendering stars and planets for both the game scene and the map system – as they… Read More »
This is a trickle update – very little ‘visible’ has happened this week – that I’m prepared to show yet 😉 A lot of re-factoring under the hood – so now the old “make it work” Galaxy Map is no more,… Read More »
Ok, there hasn’t been a Part 1 – really – and ‘Stellar Cartography’ is from Star Trek, and no – I won’t be using that name in the game – it’s just for the blog and continuing the UI,UI post… Read More »
This week has been a good week! 😀 Firstly, the Jenkins CI issues are sorted – all of them were infrastructure related (to do with paths, permissions and post-build steps), so now Jenkins is building 666 on two platforms, and also… Read More »
Just a weeny update with some screenshots I just posted – click here. I’ve sourced another great model which I’m planning to be your ‘default’ ship when choosing to start the game as a ‘Jack of All Trades’. It’s modular… Read More »
No weekly update last week, and a bare minimum one this week – not due to lack of progress, but lack of time. I’ve been plugging away at the new Auto-pilot, which has involved some intricate work with n-point splines… Read More »
So as the posts of late have shown, breaking into ‘AI’ territory and creating NPC’s to populate the game universe has led to a lot of ‘satellite’ work (no pun intended) – being work I had parked for later, which… Read More »