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Showing posts from July, 2013

Amusing Graphical Stuffups

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One of the best things about working on a game is graphics bugs.  No, not the kind that make you spend a week delving beneath the covers of hideously complicated interactions between CPU API GPU RAM ETC. No, the serendipitous kind! Engage warp drive!  Funnily enough I was thinking about making some kind of FTL effect one day Playing around with SSAO, I got some kind of cubist painting look Ooops, wrong viewport! Hmmm.. this is not the material you are looking for Wrong light map! Not quite the right amount of specular highlight

Your Oculus Order is AboutTo Ship

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Hell yeah...Oculus Rift is coming my way.  Lucky I've been working hard on getting pegwars ready! - User Interface now working, displays on consoles in virtual cockpit.  From day 1 I've tried to stay away from on-screen UI, and I think that'll be vindicated when using the Oculus.  Immersion is key! - 'Star trails' object which is not really star trails, but a detail object that helps give the impression of movement and speed in what is essentially a very large, empty space.  50000 points wrapping and extruding and drawing in a single batch on the GPU - The stars you see in this shot are now drawn by the galaxy class, which is an octree of solar systems.  And although it's hard to show in a screenshot, you can fly to every single system seamlessly using a combination of your turbo drive and turning off the engine stabilisers... - I need to start creating procedural planet textures!  Planet named 'Masjou' but using Earth texture just won't cut