Tagged: space
Real space combat – when we grow up enough as a civilisation to actually fly around in space shooting at each other like the idiots we are – will be totally inhuman and totally unfair. A laser travels at the… Read More »
Between SolCommand, and PixelDad – we finally have the first custom content belonging solely to the Dominium game universe all fully textured! Our first milestone achieved 🙂 Now to get this bad-boy behaving like a proper destroyer…
Exploring Procedurally Generated Levels
I’ve made some headway with the pseudo-random level generation – although it’s all rough and ready, the basic principals for the draft “get something going” version are sound and up and running. The basic premise is to take a ship… Read More »
We’re finally live – thank the maker! It’s been a long hard slog, but here we are! http://www.kickstarter.com/projects/maksw/dominion-fight-for-your-future-amongst-the-stars We’re making a call to arms for everyone who’s already backed us, and is already interested in backing us to back… Read More »
The time has come folks… after some great feedback on the new pitch, we’re ready to go on our publication date of 00:00 on May the 4th! Our hope is that we can ask everyone who is interested in backing… Read More »
Whilst ramping up the visuals with normal-mapping et al, and creating an uber-shader to do most of the pixel-pushing, I decided I had to buy some authored high-res looking models to testdrive the new toys… here are the results!
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 »
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 »
Yes, that featured image is being rendered in real-time, in Dominion 🙂 So far, I’ve been using 2048×1024 (or lower) images for the planet surfaces. For populated worlds I’ve been sticking with the Blue Marble surface maps for day and night… Read More »






















