Tagged: opengl
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 »
Hi folks! I’ve finally managed to polish up the article – it’s amazing how much time it takes to put something together, then edit and format it to be suitable for an article, and then do it all again to… Read More »
Well (in a move that probably won’t encourage much in the way of sympathy!) I have moved to the Microsoft Surface Book for my mobile Windows development. I’ve scoured the current flotilla of laptops available today, and frankly, the MSB… Read More »
Sorry, couldn’t resist it 😉 Here I conclude (for now) the work being done on the Polylux Lighting System – as it’s nearly production ready, and fairly efficient as it stands. Enjoy the video blog!
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 »
This past week or so, whenever I can I’ve been tinkering with the visibility testing, and LOD’ing – but having no real success. Nothing I’m trying seems to either a) work, or b) work as I’d expected. I get something… 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 »
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 »



















