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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… Read More »
As Dominium’s Flight Mechanics journey continues, I’m revelling in the nostalgia of all that school math/mechanics/physics from so long ago. Now I have Newton’s Second Law(F=ma) in the code armoury, and all the various tunable ‘bits’ which affect movement and… Read More »
The first phase of development on the Flight Mechanics is now complete, and I have to say, I’m pretty chuffed with the results! Let me begin by saying that this doesn’t mean ‘Flight Mechanics’ is completed and now final. I’ve… Read More »
Hi folks, and a return back to Dom Dev for those tired of the flood of book updates! To avoid getting dragged into the mire with bug-fixing the vessel mount code (which is not really a priority at the moment),… Read More »
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 »
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 »
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 »