Tagged:  render

By Mak, June 27, 2014 Comments Off on Stellar Cartography, Part 4… Design, Dev, General

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 »

By Mak, March 5, 2014 1 Dev, General, News

Hi all 🙂 Without belabouring the point – although far from ‘back to normal’ my back is improving – I can at last carry my laptop with me on my commute, so work is resuming! So – it’s been a… Read More »

By Mak, May 5, 2013 0

A mosaic of the worlds of M’thula – or more accurately, me playing with the planet renderer 😉 I’ll update the IWC with more worlds as we get to them!

By Mak, March 22, 2013 Comments Off on Normal Mapping Dev, General

Our game engine is – from a renderer point of view – legacy. It was written with flexibility and performance in mind, but back in the days of OpenGL 1.1. Thanks to Microsoft refusing to update the driver support –… Read More »

By Mak, March 8, 2013 1 Design, Dev, General

Rendering objects in space realistically is a big problem aesthetically. Space is black, lots and lots of black – more precisely, there’s very little light. That might surprise you when you look at nice brightly lit pictures of moons, and… Read More »

Engine Flares Revisited

By Mak, February 15, 2013 Comments Off on Engine Flares Revisited Dev

I’m sure this one thing is going to kill me. I realised my intended approach is very similar to a toon-shader. I need the effect to “roll off” based on the viewing angle. So I started tinkering with one to… Read More »

By Mak, January 31, 2013 1 Dev

So – we’ve banged on about “no hyperspace, seamless this-that-and-the-other” – what do we mean? Traditionally – games have to shift in huge amounts of data (levels, textures etc.) in order to provide a larger game experience than will necessarily… Read More »

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