Bill Vee's Blogs
The Flight demo is now available to download at http://www.dayofwar.com/tiki-download_file.php?fileId=2 Sorry about the delay. After releasing it to select users on Monday some issues were discovered.
Author Bill Vee Date 02/05/2011 (7:50 pm) Comment 21 comments
I will be releasing a simple flight demo tomorrow to a select number of users on DayOfWar.com. The selected users have already been picked. It will then be released to the general public on Friday.
Author Bill Vee Date 01/30/2011 (8:43 am) Comment 1 comments
I must say I am very happy to see that GG is going back to there indie roots. When GG announced in November that they were looking for someone to buy Torque out right I was very disappointed as I am sure many were. For more than a decade I had an idea for a game that I would like to play , as I am sure most people have had. It is basically Quake meets Homeworld.
Author Bill Vee Date 01/26/2011 (8:37 am) Comment 4 comments
I wanted to make a video for a while to demonstrate how big some of the "planets" can be. Ignore some rendering issues you may see in the video, the most obvious one is the gas giant in the background will stop rendering and then pop back in and the other is some seam issues with the terrain. The terrain in this video is a completely new terrain system based off the work I have done so far.
Author Bill Vee Date 10/25/2010 (1:55 pm) Comment 12 comments
Just a quick update on the atmospheric shader. In the last video there were a few problems with the shader that caused rendering issues. Mostly the stars in the background were getting over exposed and turning a dark color that some said made them look like asteroids in the background. It took most of this weekend to get it all sorted out.
Author Bill Vee Date 10/18/2010 (12:56 pm) Comment 4 comments
I have been working on this shader for a long time. The only part of this project that I have spent more time on than the atmosphere shader would be the spherical terrain system. I based the shader on this [url=http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html}Gem[/url} from [http://developer.nvidia.com/object/gpu_gems_2_home.html|GPU Gems 2]. There is a lot to tweak and adjust to get a good looking effect. And all can be adjusted from the engine editor.
Author Bill Vee Date 10/15/2010 (12:54 pm) Comment 14 comments
Most of the videos I post from now on should be in HD. I did some testing of a couple of features I recently optimized for the game and thought I would share the results. First is an alternative to the previously mentioned ground cover system. I didn't like the sudden popping in of the objects the ground cover system offers so I wanted to see if the shape replicator could offer an alternative.
Author Bill Vee Date 10/11/2010 (3:47 am) Comment 3 comments
The WaterSpheres are like a regular flat waterblock only instead of being flat are spherical, kinda self explanatory. Collision is enabled and it has the standard multiple wave direction , scale and speed. Reflection/Refraction and fresnel bias/power water color and underwarter color are all adjustable.
Author Bill Vee Date 10/06/2010 (4:44 am) Comment 7 comments
I have seen this type of camera targeting style in a few games before, mostly flight sims. Because of the size of the play field for this game it some times is difficult keep track of a fast moving target or a very small target. I have often been playing around with this game and loose track of my target and take a couple of seconds too long to find it again.
Author Bill Vee Date 09/22/2010 (2:38 am) Comment 9 comments
I will be concentrating on the ship animations and control scheme for a while to flesh out the game play for the game. Here is a quick video of what I have so far. It is pretty basic at the moment. Not at all happy with the particle effect for the jets. I will likely replace the particles with an animated shader effect.
Author Bill Vee Date 09/17/2010 (2:18 pm) Comment 0 comments
I think my first mistake was scale. I have a clear vision of what I want the game to ultimately be. I naively thought I could just plug along till I had everything I wanted in the game. I was wrong.
Author Bill Vee Date 09/13/2010 (5:14 pm) Comment 11 comments
The road behind and the road ahead. I can't believe it has been almost 11 months since I last posted. Well I guess I should explain some things. I have been for the most part by my self in developing this game. Early on I added some people who wanted to "help" me with this game and that didn't end well...
Author Bill Vee Date 09/02/2010 (5:13 pm) Comment 8 comments
I have released a new Tech demo for my game DayOfWar. This new version contains many improvements to the previous version.
Author Bill Vee Date 10/25/2009 (8:57 pm) Comment 2 comments
With the release of TGEA 1.8.2 I was happy that the atlas rendering problems I had run into were apparently fixed. Boy was I wrong. I should have known after I diffed the source with 1.8.1 and found virtually no changes to the atlas code. I assumed it was a dependent class that was causing the problem.
Author Bill Vee Date 10/21/2009 (1:37 pm) Comment 3 comments
This is a recent test of the scout ship. I also took a ride on some vehicles for the heck of it. Manage to get around the whole moon/asteroid a couple of times. The terrain system is coming along well I think. There is still some terrain "popping" happening every now and then but it is a simple issue to fix. The terrains texture just need to be synced a little better.
Author Bill Vee Date 10/11/2009 (1:18 am) Comment 9 comments
This is a small tech demo release of the spherical terrain with gravity for players and vehicles. This demo takes all the features of the FPS starter kit and replicates in on a spherical terrain with gravity set to a specific point in space not just gravity in the z-plane.
Author Bill Vee Date 02/24/2009 (3:45 am) Comment 22 comments
Author Bill Vee Date 05/30/2008 (5:01 pm) Comment 9 comments
Author Bill Vee Date 05/26/2008 (4:21 pm) Comment 7 comments
Author Bill Vee Date 05/07/2008 (8:51 pm) Comment 16 comments
Author Bill Vee Date 05/04/2008 (8:04 pm) Comment 7 comments





