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Void Populi Dev Log 2 – Building Up

I haven’t made as much progress as I would have liked since the last dev log, simply because I spent a lot of time refactoring and re-writing the whole game. The original implementation was getting unwieldy, specifically when it came to defining and configuring the behavior of different game actors. It took a while to…

Void Populi Dev Log 1 – Intro

I’ve always enjoyed RTS games. Whether they are combat focused games like Age of Mythology, economy focused like The Settlers, or city builders like CivCity Rome. I enjoy setting up economies and watching resource chains play out, and building up the means to generate even more resources. Then using those resources to build up armies…

Ray Tracer Progress 3

As I developed my ray tracer, and built more complex scenes, the rendering times got longer and longer. When using multi-sampling, some scenes would take hours to finish rendering. So I thought it would be a good time to investigate how I could use multithreading to speed up rendering times. I also delved into adding…

Ray Tracer Progress 2

A couple of months ago, I delved back into developing my ray tracer, after a break to work on other projects. I had been working on projects using OpenGL rasterisation, and coming back to ray tracing has made me appreciate the beauty and elegance of recursive ray trace rendering even more. Especially the shadows. Shadows…

Cyberphase Dev Log 4 – Arming Up

Since the previous development log of this game, I’ve focused on adding several more interesting combat turrets, and creating a resource deposit. I have also played around with the graphics system, integrating in frame buffers in anticipation of advanced graphical features in the future. I’ve also attempted to increase the performance of the game, implementing…