Patch 0.1.6.0 screenshots
Patch 0.1.6.0 has been released a few weeks ago. This patch introduced improved cockpits with lighting & shadowing, the hauler NPC ship ( static at...
Member since Jan 2000
Patch 0.1.6.0 has been released a few weeks ago. This patch introduced improved cockpits with lighting & shadowing, the hauler NPC ship ( static at...
Hey Everybody, long time no see, Ysaneya here ! I haven't posted in the past 6 years if I count well. Most of you probably don't remember me, but the...
It's been many years since the release of the last video showcasing the seamless planetary engine, so I'm happy to release this new video. This is...
Finally, the long awaited ASEToBin 1.0 has been released !ASEToBin is a tool that is part of the I-Novae engine ( Infinity's engine ). It allows...
Logarithmic zbuffer artifacts fixIn cameni's Journal of Lethargic Programmers, I've been very interested by his idea about using a logarithmic...
Tip of the dayAnybody who tried to render to a dynamic cube map probably has encountered the problem of filtering across the cube faces. Current...
In this journal, no nice pictures, sorry :) But a lot to say about various "small" tasks ( depending on your definition of small. Most of them are on...
In the past weeks, I've been focusing my efforts on the server side. A lot of things are going on, especially on the cluster architecture. But one...
In the past months, I've been wondering how to approach the problem of lighting inside hangars and on ship hulls. So far, I had only been using a...
Many people have been worried by the lack of updates recently. No, we haven't got lazy, in fact quite the contrary :) We've been awfully busy at...
I don't usually post concept art, but this one, made by Dr. CM Wong ( alias Koshime ) is particularly good (click on it for high-res):It is showing a...
2008 RetrospectiveFirst of all, Happy new year 2009 ! Looking back at 2008, I can't say I'm particularly happy about how things went. There has been...
Normal maps on the GPUIn the last journal, I was explaining that one of the main benefits of working on the GPU instead of the CPU is the ability to...
GPU Planetary GenerationMotivationUntil now, the planetary generation algorithm was running on the CPU synchronously. This means that each time the...
General progressIn the past weeks, I've been concentrating on the new website. Thanks to Amshai and Choub, the layout is pretty much finished, but a...
General progressIn the past two weeks, I've been working a lot on "polishing" the engine. This means investigating all sorts of bugs and problems...
In the past weeks, I've written a story/descriptions generator for players, NPCs or even locations. Steve Breslin, our storywriter, has helped to...
Meta-serverIn the past 3 weeks, I've been busy working on the meta-server. The meta-server is the server on which the client is first connecting. It...
Today's a short tip of the day aimed at graphics programmers.Most people don't realize that bilinear filtering an RGBA8 ( fixed point, 8 bits per...
Many people have been asking me how the terrain texturing is implemented, so I'll make a special dev journal about it.Sub-tilingThe whole technique...
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