Steve Acaster's Blogs
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
Author Steve Acaster Date 11/19/2008 (3:56 pm) Comment 6 comments
Author Steve Acaster Date 11/04/2008 (3:10 pm) Comment 4 comments
Author Steve Acaster Date 10/30/2008 (5:22 am) Comment 10 comments
Author Steve Acaster Date 10/24/2008 (9:31 am) Comment 7 comments
Author Steve Acaster Date 10/13/2008 (1:59 pm) Comment 12 comments
Author Steve Acaster Date 09/24/2008 (4:22 pm) Comment 3 comments
Author Steve Acaster Date 08/24/2008 (9:18 am) Comment 5 comments
Author Steve Acaster Date 08/06/2008 (9:44 am) Comment 9 comments
Author Steve Acaster Date 07/12/2008 (4:30 pm) Comment 2 comments
Author Steve Acaster Date 06/17/2008 (8:09 am) Comment 4 comments
Author Steve Acaster Date 05/01/2008 (8:50 pm) Comment 6 comments
<autosyn>To quote the TGE docs Step 4) Build a quick and dirty prototype: Well, it's quick, it's dirty, it's certainly dubious. [image]http://img74.imageshack.us/img74/2820/dem...
Author Steve Acaster Date 04/26/2008 (7:59 am) Comment 5 comments
Author Steve Acaster Date 04/02/2008 (6:46 pm) Comment 1 comments
Author Steve Acaster Date 03/12/2008 (7:58 pm) Comment 3 comments
