Tagged: render
Ok, no video – let’s get that out of the way 🙂 Sorry! Reason : refactoring. I wanted to use the same code for rendering stars and planets for both the game scene and the map system – as they… Read More »
Hi all 🙂 Without belabouring the point – although far from ‘back to normal’ my back is improving – I can at last carry my laptop with me on my commute, so work is resuming! So – it’s been a… Read More »
A mosaic of the worlds of M’thula – or more accurately, me playing with the planet renderer 😉 I’ll update the IWC with more worlds as we get to them!
Our game engine is – from a renderer point of view – legacy. It was written with flexibility and performance in mind, but back in the days of OpenGL 1.1. Thanks to Microsoft refusing to update the driver support –… Read More »
Rendering objects in space realistically is a big problem aesthetically. Space is black, lots and lots of black – more precisely, there’s very little light. That might surprise you when you look at nice brightly lit pictures of moons, and… Read More »
Engine Flares Revisited
I’m sure this one thing is going to kill me. I realised my intended approach is very similar to a toon-shader. I need the effect to “roll off” based on the viewing angle. So I started tinkering with one to… Read More »
So – we’ve banged on about “no hyperspace, seamless this-that-and-the-other” – what do we mean? Traditionally – games have to shift in huge amounts of data (levels, textures etc.) in order to provide a larger game experience than will necessarily… Read More »



















