Tagged: station
One of the many very large stations in Dominum, this one being a hub for trading in mined/harvested resources.
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 »
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!
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 »
















