Tagged:  procedural

By Mak, December 1, 2016 Comments Off on Hull Generation Dev, General, News

I was planning to make an article from this (may yet happen I guess) but time is – as ever – my greatest enemy. This must be evident from the shoddy/unprofessional nature of my videos, especially of late 🙂 I’ve… Read More »

By Mak, October 25, 2015 Comments Off on General Thoughts on Progress Dev, General, News, Roadmap

It’s occurred to me that some may (quite justifiably) be thinking that ‘Dom dev’ is being side-lined in favour of writing the trilogy, because surely that must be taking much more effort/time/life to achieve… writing a book is no mean… Read More »

By Mak, September 8, 2014 0
By Mak, August 1, 2014 1 Design, Dev, General

Well, partly 🙂 I’ve jumped back in ‘dev-time’ a few weeks, to sort out the work I left dangling on the Celestial Body renderer. I was a bit wary of mucking about with the existing ‘satellite’ rendering code – as… Read More »

A Consistent, Dynamic, Galactic Economy…

By Mak, July 11, 2013 Comments Off on A Consistent, Dynamic, Galactic Economy… Design, Dev, General

What a challenge. Previously – most games would opt for a “ok, let’s pick some base numbers – cap their ranges and then every time you visit somewhere, we “tickle” them randomly to make it look good.” If you’re lucky… Read More »

Exploring Procedurally Generated Levels

By Mak, June 21, 2013 1 Design, Dev, General, Media, News

I’ve made some headway with the pseudo-random level generation – although it’s all rough and ready, the basic principals for the draft “get something going” version are sound and up and running. The basic premise is to take a ship… Read More »

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