Tagged: scene
(Ok, So not a Peter F. Hamilton novel – but it could have been, if he’d been a developer…) Since the last post, I’ve been slaving away ‘refactoring’ – yes, that developer exercise of making huge sweeping changes to the… Read More »
Recent dev effort has continued along the lines of striking off niggles, but focused quite a lot on an important aspect of gameplay – the scene context. I’ve touched on this previously, the scene context manager decides what ‘transient’ objects… Read More »
I’ve been smashing bugs of late, focusing entirely on the scene management system with a view to removing all the wrinkles and glitches that have accumulated around scene transitions. In more meaningful language – making sure the Autopilot / Linear… Read More »
Work on the Autopilot and Navigator has led onto a long planned separation of concerns (read ‘Single Responsibility Principle’) regarding the player and their movement within the scene. As it stands, the Scene Management system only cares about a Scene… Read More »
This past week(ish) has seen some important code improvements going on, with a lot of work being done to fix up the scene management system. I stress ‘fix up’ in a positive sense. It worked, but needed to be made… Read More »
Whilst BT – yet again – fail to provide the service I am paying for, I decided to take some time to reflect the current State of Dominium, from a development & feature point of view. “Why?” you may ask…… Read More »
Alas I’ve missed the past month of weekly roundups – though have dropped some posts to keep things ticking along, so a no score draw there! I’m having a bit of a rant in this post – as I’m entirely… Read More »
Dev news wise, another dull week from your perspective – most likely! 🙂 I’ve been refactoring again, and by now you’ll probably be thinking “This guy really likes redoing stuff he’s already done, what about new/cool stuff?” Well, as much… Read More »
Ok, so not quite ‘weekly’… 🙂 I just thought I should reassure all that it isn’t entirely ‘all about the book’! The PR machine for IO (Insurmountable Odds) is underway, probably not as much as I should be / could… Read More »
This past week has been spent chasing down a really weird bug I have with node instancing in the scene for docking. For a video, I wanted to get vessels to at least align to the docking bay floors correctly,… Read More »