Steve Acaster's Blogs
Gooey gooey gooooooey .... I'm not saying Gooey - it's just too "world of double entandres". So, been working on GUIs for general gameplay.
Author Steve Acaster Date 07/22/2010 (11:50 pm) Comment 43 comments
Three types of integrated Ai with audio-visual hunting, stress-threat levels, rout-ralling, target selection, grenade use, grenade avoidance, dijkstra pathfinding ... and some other stuff ... Also Corporate Dev's get subsidized beer!
Author Steve Acaster Date 06/30/2010 (3:48 pm) Comment 17 comments
What should I hang my head in shame over the most? The awful joke? Or the fact that I swiped it from an ancient repeat of The Simpoes? Either way - we're expanding AI, and boy did we find a few silly errors from our original AI script from 2 years ago.
Author Steve Acaster Date 05/22/2010 (5:15 pm) Comment 15 comments
Did I mention guns at all? In case not ... then I've been working on guns and reloading systems for guns and animations for reloading of ... guns. Oh, and a cricketbat ... which isn't really a gun ... unless it shoots fireballs ... which it doesn't ...
Author Steve Acaster Date 04/24/2010 (3:32 pm) Comment 19 comments
And an end to said fluppin' testing of Drawcalls. I was going to use fluffin' but after a quick check on the interwebz, it turns out "fluffer" has a rude conotation --- I mean, who would of thought it? So flup it is.
Author Steve Acaster Date 04/05/2010 (5:27 pm) Comment 7 comments
If only I could make up my mind on my all-out performance tweakingz. Well I have, and saved 1500 drawcalls per 25 AI characters to boot. And some other stuff ...
Author Steve Acaster Date 03/06/2010 (8:49 pm) Comment 9 comments
UnCliche? UnCliche!? That's not even a real word! Anyhow, how I bravely battled cliches by embrassing them ... or something.
Author Steve Acaster Date 01/20/2010 (1:46 pm) Comment 7 comments
The organic method of design - or not really knowing what you're doing and having to redo stuff later to get it better - and then doing it again ...
Author Steve Acaster Date 12/24/2009 (6:25 pm) Comment 2 comments
Modeling remodeled - again, Weapons of Minimum Destruction, Melee, Dewicious Spamwiches. Also Chinese hackers, nfts failure, and a trapped nerve in the shoulder. Plus winter is cold shocker.
Author Steve Acaster Date 11/29/2009 (10:23 pm) Comment 11 comments
Grasping at straws for another "L" word in the title. Licensed Fraps could have been it. Level geometry complete-ish, lit, lightmapped, populated with stuff. Also a Legionesque death-march as punishment for feeling unfit and to collect some reference pics.
Author Steve Acaster Date 10/24/2009 (11:02 pm) Comment 11 comments
No blog for a month, but I've not been slacking honest. Okay ... a bit slacky ... but still got plenty done. Also pureLight.
Author Steve Acaster Date 09/15/2009 (6:32 pm) Comment 12 comments
I've been working on a "corridor crawler" style level, lots of ... well, corridors. But a bit of variation in room size helps to spice things up with multiple routes through, crossover paths and a general sense of scale. It's got nothing to do with me not owning a lovely Jag.
Author Steve Acaster Date 07/27/2009 (12:24 pm) Comment 31 comments
Things are afoot, and it's not just novelty slippers either. We've had a bit of a reorganize. Also started thinky arty. Or at least artier, with lighting.
Author Steve Acaster Date 06/14/2009 (7:52 pm) Comment 14 comments
Thmexthy Lewt - as a girl once described the spoils of a WoW raid to me. T3D Beta1 certainly does show good promise. I has shiny things, and now it has my AI shooting the pants off one another. As porting goes it was a fairly painless test.
Author Steve Acaster Date 05/05/2009 (8:34 pm) Comment 12 comments
Further comparison test between polysouped DTS tris count and texture sizes. Facades are dropped in favour of a fully exploreable urban environment. Tris count is multiplied by 5. Performance goes up! Also, Badgers.
Author Steve Acaster Date 04/15/2009 (11:25 am) Comment 30 comments
Actually, it's the lightmaps. Map crashes on export? Bets are it's the lightmaps. Funny dark cuts along the edges of the brushes visible from certain angles and certain distances? Not brush borders, but lightmap borders.
Author Steve Acaster Date 04/06/2009 (3:15 pm) Comment 31 comments
Been hard at it with sorting my human player, AI and weapon models out. No longer are they mere blobs of coloured mesh.
Author Steve Acaster Date 03/02/2009 (2:54 pm) Comment 8 comments
After 11 months of trial and error, I've created a working methodology for building large scale and fairly detailed urban and rural environments consisting of 1600m/1 mile of explorable DIF, 500+ models, long visibility, and good performance.
Author Steve Acaster Date 01/22/2009 (7:14 pm) Comment 10 comments
Author Steve Acaster Date 01/08/2009 (2:13 pm) Comment 6 comments
Author Steve Acaster Date 12/08/2008 (6:06 pm) Comment 2 comments








