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Gratuitous screenies



4: Adsense

To show I'm still here!

Looking at ways to individualise the islands so the scenery doesn't get boring.
Should be able to integrate it with the random island generation and just pass in a few params to the shader :)

One of the younger islands - just a lump of rock:


Piebald island:

Jul 02 2008 09:23 PM
Looks fantastic....

Lp
franc
Jul 03 2008 03:09 AM
I love it!!
Jul 03 2008 10:59 PM
ooohhh !!

Carrier command remake !!
Really really great !

I hope you can finish it !

I don't know if you need, but if you want I should be able to make some 2D graphics for you... logo, textur, etc...

bye !
Jul 04 2008 12:36 PM
Drool approaching force level 9, captain!
Jul 05 2008 02:51 AM
Looking pretty cool. Am I looking forward to landing on those Islands!
Excellent work.
Jul 05 2008 04:36 AM
this is looking so damn good!
Are there going to be any volcanoes on some of the islands?
Jul 05 2008 11:29 PM
Cheers people!

It wouldn't be Carrier Command without any volcanoes now would it? :)
Jul 05 2008 11:37 PM
exactly you need volcanoes to have abit of target practice with!

the isalnds looking great though. makes me think of another good game from when we where kids.

Midwinter 2.....

Any one ever played that one?

can't wait to be flying so low levle missions over that terrain :)

take care

Aaron
Jul 15 2008 10:56 AM
What sort of computer specification does the game need? What spec are you developing for?
Jul 17 2008 01:15 AM
I'm aiming for a mid-range machine - GeForce 4+, med range cpu (not sure), 512MB ram.
There's no benchmarking/optimisation been done so far - that will come right at the end - there's not been much need for it yet anyway. The main framerate killer at the moment is the sea shader on full detail, but that can easily be scaled back. The gfx card will probably be the limiting factor.

The debug build on my machine (GeForce 7900gt, 2GB, Core2 E4400) it currently runs between about 200 & 40 fps, using about 40MB sys RAM when running 32 islands.

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