Tagged: maggy
The time has come to take a hard, but ultimately realistic decision on Dominium Development. You may have noticed the gap since the last blog post, as I’ve been away on hols, and also ‘taking stock’ of all my efforts… Read More »
Gassing Away…
Another progress ping… I’ve pretty much stopped doing GUI ‘dev’ for the time being, it’s working as I’d hoped (barring a few minor issues) and it’s now a solid framework to build the rest of the game’s GUI on moving… Read More »
Well… I’m not sure what I did – if anything – which worries me, a lot… but, here I am standing on Ashworld, with not a wibbling vertex in sight… hmm. I know this has not magically been fixed by code-pixies. I know floating… Read More »
Dev of late has been consumed by Maggy – rather more than I anticipated on the visibility testing. I’ve now put in ‘flight’ levelling, and a walk mode – with a view to flying down to and landing on the… 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 »
This is very ‘warts and all’ this week. I’ve made some considerable progress moving the terrain deformation onto the GPU with some fantastic early results, but due to the work that needs doing on the patch visibility, and LOD’ing code… Read More »
Experimenting has begun with procedurally generating the terrain surface! Though still early days, I’m keen to explore the results… what’s clear is that getting something that will look superb and perform is an art form, and although I already had… Read More »