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  Posted by Michael Tanczos , 01 Nov 2014
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Latest Updates
Developer Journal - 2 hours, 10 minutes ago
Cathedral Battle - By joew
I've been working on the animation editor all day but took a break to work on a few campaign events... finally fixed up some bugs in the Aduro Cathedral and promptly got beat down http://public.gam...
Developer Journal - 3 hours, 5 minutes ago
States, Firms, & Households Release - By polyfrag
I'm releasing on Desura on May 17th.http://www.desura.com/games/corporation-states-ii Check it out if you've been following my economic RTS project. The best part is multiplayer and I hope there wi...
Developer Journal - 1 day, 10 hours ago
Polish that build! - By joew
We've been insanely hard at work getting ready for our next major build, which is what we'll be using to record our Greenlight trailer and various gameplay promotional videos. I was really hoping w...
Developer Journal - 3 days, 3 hours ago
3 days to beta, very short update - By cozzie
Getting closer and closer to beta.Just updated the Game Design Document and concluded which must/like to have/ nice to have features will be in the final game.Beta release will be on Sunday the 19t...
Developer Journal - 3 days, 6 hours ago
RPG Project Post 12 - By kseh
I'm procrastinating on beginning the next thing I want to work on for my project so I thought I might as well post something here. Unfortunately, there's not really much progress that can be shown...
Developer Journal - 4 days, 6 hours ago
PPP - Pixel Perfect Picking for Vertex and Face Selection - By Buckeye
Disclaimer Credit for the concept of Pixel Perfect Picking in D3D11 belongs to gamedev member unbird , a wizard with shaders. However, since I'm basically lazy, I coined the acronym PPP, and adapte...
Developer Journal - 5 days, 3 hours ago
Caveman v3.0 Beta 20 released - By Norman Barrows
Caveman v3.0 Beta 20 releasedNew for beta 20:Turned off draw_animal_AI. draw_animal_AI displays AI related debugging info above active animals and NPC's. I forgot to turn it off in beta 19.Download...
Developer Journal - 5 days, 5 hours ago
Moving components to C++ - By JTippetts
http://i.imgur.com/5w4nGXr.png So, I've gotten the game fully back to where it was before. Works great. But I have a pretty big project to tackle now.You see, a LOT of the game functionality is wri...
Developer Journal - 6 days, 17 hours ago
Project 20 - By Ashaman73
We are still working on the art part. I've called the current goal Project 20, that is, integrate 20 different creature models into the game. In total we have currently 27 character models of diffe...
Developer Journal - 1 week, 1 day ago
Caveman v3.0 Beta 19 released - By Norman Barrows
Caveman v3.0 Beta 19 released!Play now!http://rocklandsoftware.net/beta.php Numerous changes in Beta 19:* added export band member* added import band member* added de-activate band member* make pi...
Developer Journal - 1 week, 1 day ago
Flickering - By polyfrag
Hello devs. I tested multiplayer with somebody but it appears there's flickering of the game world in play mode. I tested it on my laptop and on a 2007 computer and didn't notice anything. I don't...
Developer Journal - 1 week, 2 days ago
quick update, 3d hud done, 1 level to go - By cozzie
Just a short update, finished the implementation of 3d mesh instance rendering in my hud. Through some hoops and bumps directly implemented in a flexible way in my engine. Future use for any purpos...
Developer Journal - 1 week, 2 days ago
Texture Caching, Concept art and more! - By braindigitalis
It's been a month or so since i last wrote a journal entry here, but this has not been due to lack of work on the game.Rather the opposite in fact, i find myself spending so much time creating the...
Developer Journal - 1 week, 2 days ago
Implementing elevation - By JTippetts
Because I said in the last entry that I would likely not implement elevation as a gameplay mechanic, tonight I started on implementing elevation as a gameplay mechanic.http://i.imgur.com/IUzheFR.jp...
Developer Journal - 1 week, 3 days ago
Hex tile height and lighting - By JTippetts
With the reversion to the more basic hex block shapes, I have begun experimenting with using elevation. I don't know that I would actually use elevation in the gameplay mechanics, but rather just a...
Developer Journal - 2 weeks, 1 hour ago
Patiently restoring functionality one error at a time - By JTippetts
Spent the last couple days adding back GC functionality piece by piece, trying to fix the spots where changes in the Urho3D interface (as well as changes in the Accidental Noise Library) have broke...
Developer Journal - 2 weeks, 2 days ago
New Shading Model and Material System! - By Migi0027 (肉コーダ)
PS: No screenshots this time, just me talking! http://public.gamedev5.net//public/style_emoticons/default/happy.png I haven't really been active lately because of the glorious exams that are nearin...
Developer Journal - 2 weeks, 3 days ago
Interlude - Concept of an Application Manager - By Buckeye
Years ago, back when I was gainfully employed, I took a management class as part of my employer's "career enhancement" plan. It completely changed the way I thought (and still think) about how an o...
Developer Journal - 2 weeks, 3 days ago
Window message processing - each object gets a look at them - By Buckeye
At the moment I have a hierarchy of objects:class VzAppManager - base class for storing persistent data and providing support - GetGraphics(), GetWindow(), SetEditMenu(), etc.class MeshEdit3Manager...
Developer Journal - 2 weeks, 4 days ago
Mode context menus and accelerators - By Buckeye
I'm a fan of menus and accelerators (keyboard shortcuts) that depend on the context. I like to edit with one hand on the keyboard, and one hand on the mouse. However, I don't always remember what s...
Developer Journal - 2 weeks, 5 days ago
The Concept of A Mesh Editor - By Buckeye
I've always loved the concept of skinned mesh - skeletal animation. The mathematical basis really appeals to me. I remember the first time I got a DX9 application working with Frank Luna's skinned...
Developer Journal - 2 weeks, 5 days ago
Megamorphic calls - By TheChubu
I'll be having this journal to post random stuff probably! So... Megamorphic calls JVM distinguish regular calls from megamorphic calls (actually it distinguishes bimorphic calls too but whatever...
Developer Journal - 2 weeks, 6 days ago
Moving towards 'BooH' beta, new level & animation added - By cozzie
Hi all,Making nice progress on BooH, Multi level now working as a charm. When adding a new level to my game for the 1st time, I've encountered quite some 'small stuff' that needed adjustments. But...
Developer Journal - 2 weeks, 6 days ago
8-Type Triplanar Mapping - By JTippetts
On a whim, I decided to go ahead and implement a version of the tri-planar shader that uses all 8 detail layers in the atlas.http://i.imgur.com/FSXbWFm.jpg Surprisingly, it still runs at around 13f...
Developer Journal - 2 weeks, 6 days ago
Art - Work in progress - By Ashaman73
It is art time again :-)I'm working on the creatures you can encounter in Gnoblins at the moment. Currently there are almost 20 different creatures in the pipeline, most are still in the modelling...


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