Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 02 Mar 2006
Offline Last Active Today, 07:00 AM

Journal Entries

Journal of Aardvajk > Back To The Platformer

Posted 23 July 2016

Struggling to get going this morning, so thought I would update my journal for a change. Did a bit more work on the spaceship game I posted about last, until I decided once again to dust off the platform game and continue with that. The spaceship game was a neat idea but a bit too ambitious and was growing out of control. 
So I'm hoping instead to us...

Journal of Aardvajk > Orbit - my new game project

Posted 09 July 2016

Hello all. I'm still alive and still working on hobby projects, just haven't posted here for a long, long time. 
I've just commenced work on a brand new hobby project. This is going to be a space-based game called Orbit for now until something better occurs to me. 
It is going to be an open-universe space traveller/trader/shooter. The unique se...

Journal of Aardvajk > Personal Update

Posted 31 March 2016

Just a quick personal update to explain my total lack of posting here for a while. 
Had some kind of problem with my stomach and kidneys which led me to be admitted to hospital a couple of weeks ago. I was able to walk when I went in to the doctors, was rushed to the hospital in an ambulance and was blood tested and weighed - 40 kilos or 6.2 stone (I...

Journal of Aardvajk > Frustrum Culling (with video)

Posted 17 February 2016

Slipped and fell down three steps flat on my face onto concrete at work yesterday. Have smashed up two knees, one ankle and one wrist. Falling over at the age of 40 is a lot less funny than it was at 20. 
On a brighter note, I've implemented basic frustrum culling in my game, meaning larger levels are now possible while maintaining efficiency. ...

Journal of Aardvajk > Textures and fighting with the editor

Posted 13 February 2016

Fairly quick update today. I've added support for basic diffuse texturing to both the level editor and the game. The editor is very much bodged to support, but the game is handling it properly. 
I've added Texture and TexScale properties to the StaticMesh entity type. You can see them ringed in the next screenshot: 
At the moment...