Tagged: shader
I donned my Rendering Engineer hat once again and decided to go back to the PBR system, with a view to nailing it well and truly on the head. In total it took almost four working days, including tinkering with… Read More »
I’ve not had much time for this dev blog of late as I’ve been throwing my spare-time effort into; Book Two, added ~14,000 words bringing the total to ~90,000, so just about two-thirds complete on the first draft. I’ve also… Read More »
As I’ve been tinkering far too much with the visual niceties of late, I decided to make a deliberate and concerted effort to concentrate on gameplay for a change. I disabled and reverted all the hacks I’d put in around… 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 »
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 »
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!
This week, I distracted myself from NPC’s (again) by looking at the planned procedural shaders. Initially it was to be a short distraction – as a short mental ‘vacation’ as it were. The metal shader is just an ongoing experiment… 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 »
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 »





















