Tagged:  vessel

By Mak, February 22, 2017 Comments Off on Shiny Gameplay Stuff, Shiny Dev Stuff Dev, General

I’ve been labouring mightily with the Boid/Pilot AI system. I had to park it a few weeks ago, after getting so far and hitting a roadblock. As usual, taking a break seems to make spotting the problem a cinch, and… Read More »

By Mak, January 10, 2017 Comments Off on The Symbiotic Pilot Boid Design, Dev, General, News

Having abstracted everything nicely, it was time to think about wiring all these tools together. We have the following entities involved; Vessel – should be pretty dumb, and owns systems and reports their status (including collisions) Pilot – responsible for… Read More »

By Mak, December 21, 2016 2 Dev, News

Integrating the Boid logic with the Vessel Flight Controller took some doing, but – one ‘hack’ aside – everything is now wired up and ship shape (pun intended). As planned, everything is nicely abstracted, and the Pilot has to fly… Read More »

By Mak, December 13, 2016 Comments Off on The Refactored Boid Design, Dev, General, News

(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 »

By Mak, September 8, 2016 Comments Off on Progress Update: Gamey-ness… Dev, News

Ok, you’re not going to like this – but for all good reasons 🙂 This past week or more I’ve ploughed headlong into my ‘niggles’ list. What is this list you ask? Well, basically bugs that I’m too lazy(don’t have… Read More »

By Mak, July 13, 2016 5 Design, General

Now, this may be a dangerous combination… Newtonian and Non-newtonian flight models? In the same game? Well, if I get it wrong… yes, very dangerous! It could be horrifically unfair, leaving Newtonian vessels at the mercy of far more manoueverable… Read More »

By Mak, December 13, 2015 2 Dev, News

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 »

By Mak, December 4, 2015 Comments Off on Weekly Roundup #55 Dev, General, News

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 »

By Mak, August 29, 2015 Comments Off on Balaena Trader unveiled on SketchFab General, Media, News

Enjoy 🙂 Dominium : Balaena Class Trader by Mak Software on Sketchfab

By Mak, August 21, 2015 Comments Off on Weekly Roundup #47(ish) Dev, General, News

It’s been yet another good week! NPC’s can now leave local space – so after they have ‘done their business’ (in this instance, docked and undocked from the local station) they can choose a destination and head off into the… Read More »

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