EPIC

Texture Synthesis

radishes_quilt_large

So its been a while now since I've posted anything on this project, or in fact done much work on it at all.  I've been doing some research recently though and so I've decide its time to pick things up again.  Therefore I'm going to be focussing in on some of the more interesting aspects of the project rather than getting bogged down in leg work and hopefully rectify some issues I wasn't too happy with when I last left the project.

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Structuring the universe

As interesting as spaceboxes and planets are, I decided I should start to spend some time laying down the framework for the game.  In particular I wanted to tackle how I would handle the structure of the game universe and it's contained entities since this would provide the foundations for everything else to sit on.  Given the scope of the game world I know that just blindly ploughing ahead with code will quickly get me in a mess and lock me out of wanted features without a major refactor, so better to have a good plan to begin with.

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Gaian planets

PlanetGaian

I figured it was about time for another update.  This time I've been working on planet generation, in particular I thought I'd tackle Earth like planets first since these are the most complex, therefore if I can make a system to generate a reasonable Earth I should be able to modify it to deal with other planet types without too much hassle.  At least that's the theory. Like with the skyboxes, I wanted the planets to be randomly generated to give many different variations and since I was quite pleased with how the skybox turned out I decided I'd try and re-use many of the ideas and methods...

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Spacebox Mk II

SkyboxMkII_01

If you've been reading the previous posts in the blog here you'll know that I've working to improve my procedural spacebox generator for EPIC since the generation times were far too long to be useful.  Well the good news is I'm finished.  Spacebox MkII is now ready, at run-time it can generate a new random space scene in under a second, and I even managed to throw in some improvements along the way. So how come this new version can generate scene's so quickly when the original version took over 30 seconds per scene?

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Quick spacebox update

SpaceboxWip04

Just wanted to put up a quick work in progress shot of the new version of the spacebox generator.  I'm getting closer to being finished with it now and I'll make another full post describing what I did when I'm done.  Click for bigness and enjoy :)

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Space …. the ‘first’ frontier

FirstFrontier03

A space game wouldn't be much of a space game without space, so my first task along this epic road was to create a visualisation of space itself.  One thing I've always really liked about modern space games is the beauty of the backgrounds and the sense of scale they imply.  Much of the enjoyment I get from these games is from simply journeying through these stunning environments imagining myself as a real space pilot and looking forward to discovering what the next system on my travels will look like.  Therefore I knew the space backdrops had to be high quality, and also that they should be randomly...

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EPIC

For a long time a desire has dwelled within me. A desire to remake in my own imagining a game that filled me with awe and wonder as a child. A desire to push that game beyond the physical limitations of the machines of those early days. A desire to expand and fill that game with all the additional imaginations I used to dream for it. A desire to re-invent one of the greatest games of all time!

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