Tagged:  vessel

By Mak, August 14, 2015 Comments Off on Normal Normal Service is Resumed Dev, General, News

This week, I distracted myself from NPC’s (again) by looking at the planned procedural shaders. Initially it was to be a short distraction – as a short mental ‘vacation’ as it were. The metal shader is just an ongoing experiment… Read More »

By Mak, August 7, 2015 2 Dev, General, News

This week I have been (largely) working on improving the autopilot course plotting, notably to improve the visuals when docking/undocking for both the player and NPC’s. I got fed up of flying through the station geometry, and being taken on… Read More »

By Mak, December 21, 2014 3 Design, General, News

A new contribution from PixelDad, fully textured to boot. Shamefully I can’t grab an in-game screenshot due to the half-finished shadow-mapping integration, but here it is in the model viewer looking fairly beefy! Equipped with five double-barrel plasma turrets by… Read More »

By Mak, June 20, 2014 Comments Off on Stellar Cartography, Part 3 Design, Dev, General

This is a trickle update –ย very little ‘visible’ has happened this week – that I’m prepared to show yet ๐Ÿ˜‰ A lot of re-factoring under the hood – so now the old “make it work” Galaxy Map is no more,… Read More »

By Mak, January 18, 2014 1 General, News

Well – without moaning too much – so far it’s been a naff 2014 ๐Ÿ™ I’ve done very little on Dom since before Christmas – with my dastardly plans put on hold by a bad back taking hold of my… Read More »

By Mak, December 13, 2013 Comments Off on Steady course… Design, Dev, General

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 »

By Mak, November 28, 2013 Comments Off on Breathing ‘Life’ into Dominium Design, Dev

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 »

By Mak, November 17, 2013 Comments Off on Grunt work, Part 1… Design, Dev, General

Now I’m building a ‘consistent’ universe for the NPC’s to play in (as well as you), I’ve finally (grudgingly) turned my attention to ensuring all the various vessel models have a consistent scale against each other. To date – aside… Read More »

By Mak, October 19, 2013 Comments Off on Galaxy Mapping Design, Dev, General

I thought I’d try and do a ‘Weekly Update’ post as I seem to be getting into a swing of development at the moment. This may only last a week – so don’t get too excited ๐Ÿ™‚ Since the UI,… Read More »

By Mak, July 19, 2013 Comments Off on Mountings out of Mole Hills… Dev, General, News

So, turrets… man now I know why most dev’s are so proud to show off “turrets” and how they track scene objects in the game. I’ve always known how/what to do – it’s quite simple. I’ve written full bone-rig animation… Read More »

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