Category:  Dev

By Mak, October 3, 2016 Comments Off on Ring Systems Revisited Dev, General

As I slogged away on the scene coherency, I discovered that I had long broken Debris Fields, the principal component for planetary ring systems (amongst other things). Fortunately, it wasn’t too badly broken, and after some digging I got them… Read More »

By Mak, September 22, 2016 Comments Off on A little structure… Design, Dev

A recent issue has caused me to establish a full map of the game object hierarchy. Warning: This is entirely techy-dev-mind-numbing-to-non-dev stuff! However, the non-dev can take a quick peek and go ‘cor, lots of stuff going on there’… even… Read More »

By Mak, September 20, 2016 5 Design, Dev

Here we have a 32px character height font in a 256 x 256 texture atlas, being rendered at various point sizes (9.0 through 18.0) in a virtual display size of 1024×768, with an actual physical screen resolution of 1600×1200. Already,… Read More »

By Mak, September 16, 2016 Comments Off on Temporal Coherence Design, Dev

Recent dev effort has continued along the lines of striking off niggles, but focused quite a lot on an important aspect of gameplay – the scene context. I’ve touched on this previously, the scene context manager decides what ‘transient’ objects… Read More »

By Mak, September 8, 2016 Comments Off on Progress Update: Gamey-ness… Dev, News

Ok, you’re not going to like this – but for all good reasons 🙂 This past week or more I’ve ploughed headlong into my ‘niggles’ list. What is this list you ask? Well, basically bugs that I’m too lazy(don’t have… Read More »

By Mak, August 31, 2016 Comments Off on Grumbleshadersgrumble… Design, Dev

As I’ve been tinkering far too much with the visual niceties of late, I decided to make a deliberate and concerted effort to concentrate on gameplay for a change. I disabled and reverted all the hacks I’d put in around… Read More »

By Mak, August 25, 2016 Comments Off on Stuck down by Eye Candy… Dev, General

Arg. So I decided to derail myself slightly (as usual) and do some polish to the Screen Space Effects system which works in conjunction with the freshly integrated Engine Flares, and found that they were – upon occasion – turning purple…… Read More »

By Mak, August 10, 2016 Comments Off on Know Your Vessels Dev, General, News

Well, perhaps not all of them 😉 While tinkering with the View Vessel mode (so I can check markup, shaders, etc and take purdy pictures in the future), I decided to tweak it a little to load up a whole… Read More »

By Mak, August 6, 2016 2 Dev, General, News

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 »

By Mak, July 22, 2016 Comments Off on The Effect of Mass Design, Dev, General, News

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 »

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