Archive: May, 2017
I donned my Rendering Engineer hat once again and decided to go back to the PBR system, with a view to nailing it well and truly on the head. In total it took almost four working days, including tinkering with… Read More »
As often seems to happen after I do a stint of ‘gameplay’ oriented work on Dom, I then end up taking a wee break to tinker with rendering. I’ve been looking at Substance of late, and I have to say… Read More »
The final chapter in this round of dev on the NPC Pilot AI; While there is plenty of work still to do to make this ‘super awesome’ I’m well pleased with how it’s turned out. Pilots can; Scan for nearby… Read More »
Ok, so I don’t actually own a HOTAS joystick, or even a joystick. I have a keyboard, mouse and somewhere buried in a draw, a gamepad. This is deliberate. For although I do enjoy ‘other space combat games’ I have… Read More »
Thanks to the NPC’s wanting to vapourise each others hull (and mine!) it was a perfect time to revisit and improve the collision detection from back along… For ‘something to hull’ collision, there’s no choice but to hit the triangle… Read More »