May 28
Hooray for that two credit linear algebra class! The MRT shaders are pretty much done. Clockwise, starting from the top left: albedo, world position, depth buffer, and normals.
Next up, I’ll combine these with another shader for post-process lighting and SSAO!
Edit 05-30-2012: That should make Vigrid happy. ;)

Hooray for that two credit linear algebra class! The MRT shaders are pretty much done. Clockwise, starting from the top left: albedo, world position, depth buffer, and normals.

Next up, I’ll combine these with another shader for post-process lighting and SSAO!

Edit 05-30-2012: That should make Vigrid happy. ;)

May 28

Kickstarter Update #3: Open Source

In this new update I talk a little bit about the different open source software packages I use and divulge the finalized licensing decision for Lodestar: Stygian Skies. Check it out!

May 26
I recently spent a solid two days refactoring my rendering code. All the _EXT FBO nonsense has been scrapped and replaced with OpenGL 3+ core. Multiple render targets, MRTs, are in place and working. Oh, and while I was in the rendering code, I found a stealth bug that was covertly capping my frame rate at 32.258064516 FPS, while reporting ~80 FPS. In retrospect, I thought it was a little choppy.
Next on the menu, I’m going to write some GLSL to do fun stuff with the MRTs: screen space ambient occlusion? Tasty.
Lastly, if you’re a backer, check out the backer exclusive wallpaper available here. If you’re not a backer, become one and get your free wallpaper!

I recently spent a solid two days refactoring my rendering code. All the _EXT FBO nonsense has been scrapped and replaced with OpenGL 3+ core. Multiple render targets, MRTs, are in place and working. Oh, and while I was in the rendering code, I found a stealth bug that was covertly capping my frame rate at 32.258064516 FPS, while reporting ~80 FPS. In retrospect, I thought it was a little choppy.

Next on the menu, I’m going to write some GLSL to do fun stuff with the MRTs: screen space ambient occlusion? Tasty.

Lastly, if you’re a backer, check out the backer exclusive wallpaper available here. If you’re not a backer, become one and get your free wallpaper!

May 22

Kickstarter Update #1: Week One

I posted an update to the fund-raising campaign over on Kickstarter. Check it out!

May 22

Video of the new (rough) map code. I’m now using glc-capture && glc-play | ffmpeg to grab and encode videos. Next, I’ll try for a higher resolution during encoding.

May 21

Started working on new map generation code for the surface of Protos. Also, units will now path around hazardous surfaces.

May 18

Here is some eye candy to accompany the announcement that the official Press Kit is now online!

If you want to make a nice press kit for your game or game company, I recommend grabbing presskit() from http://dopresskit.com/ and hacking the crap out of it!

May 16
Amid all the work on the press kit and publicity for the Kickstarter Campaign, I managed to do a little coding. The units can now hold an item in the left and/or right hand, or neither hand, without breaking! Null checks FTW.

Amid all the work on the press kit and publicity for the Kickstarter Campaign, I managed to do a little coding. The units can now hold an item in the left and/or right hand, or neither hand, without breaking! Null checks FTW.

May 15
The Lodestar: Stygian Skies fund raising campaign on Kickstarter went live today. Backer rewards include a copy of the final game, beta access, alpha access, source code access, soundtrack access, a PDF and printed lore book, NPC design, quest design, mob design, a hand-made planet from the Kol’estri system, and a unique, hand-modeled Astraean Xenodrone!
Go check it out and help back this project on Kickstarter! Even if you can’t contribute money to this project, you can still help by spreading the word. Thanks for your support.
For more information, visit the Official Website, Twitter, or Facebook. 

The Lodestar: Stygian Skies fund raising campaign on Kickstarter went live today. Backer rewards include a copy of the final game, beta access, alpha access, source code access, soundtrack access, a PDF and printed lore book, NPC design, quest design, mob design, a hand-made planet from the Kol’estri system, and a unique, hand-modeled Astraean Xenodrone!

Go check it out and help back this project on Kickstarter! Even if you can’t contribute money to this project, you can still help by spreading the word. Thanks for your support.

For more information, visit the Official Website, Twitter, or Facebook

May 9