Tagged: dominium
I’m finally trying to get back into the dev-seat, again. So without belabouring the point… onward with the post! I made a small tweak to the HUD scanner, so now contacts are scaled based on their overall ‘presence’ in the scene…. Read More »
As yet I’ve not been able to get back onto the dev-train for Dominium – to my shame. But, in a trickle-news-update, the first proofing of Insurmountable Odds has got to the halfway mark at long last, with edits to Chapter… Read More »
It’s been an ‘interesting’ year here, one I’ll be glad to see the back of! But, I’ve finished the draft of the first book set in Dominium, and achieved some great things with Dom – shadow mapping, planetary terrain generation… Read More »
I’ve been out of action for the past few weeks – Real Life has been a bit of a trial with the return of my mystery illness, even taking me out of Work Life (which is so rare an event… Read More »
Jubilation! Joy! Rejoice! Etc! For Maggy has eyes… Ok, so a little over the top maybe 😉 but I’ve finally got a workable visibility solution which (whilst still not perfect) means Maggy now only submits what should be visible to… Read More »
My brain is fritzed by the vis-testing fiasco I’m experiencing with Maggy. I’ve spent a week straight doing ‘what it should’ and almost getting it right, then some patch disappears under my camera’s virtual nose when it shouldn’t, and I start… Read More »
Ah, I have temporarily derailed my development ‘intent’ for Dom. I am impressed though, despite myself. It’s taken two years for this to finally bite. This past couple of weeks has been a ‘Dom’ free dev week. Deliberately so. I… Read More »
A mini-update this week I’m afraid… I returned to integrating Shadow Mapping, and finally resolved a couple of the ‘daft’ issues I was seeing. I can now render the Planetary scene into a shadow map and cast shadows onto the… Read More »
Work has progressed this week on the Celestial Body rendering – I’ve resolved the issues reported in the last post and largely wrapped it up for now. I’ve also obtained a few more high res textures to use as placeholders to… Read More »





















