14 April 2014
by skarikApril 13th 2014
Getting more content into the game!
4 April 2014
by skarikApril 4th 2014
CSG is a pain! Here's some pictures that don't use CSG!
EHS now has a Twitter
and a Tumblr
. Website will getting a new layout soon. Public unstable SVN may be accessed now too, login details in the forum
29 March 2014
by skarikMarch 29th 2014
New engine feature: Hybrid deferred and forward renderer. Might be more impressive that this breaks nothing.
(only one geometry pass compared to forward mode's four so yay)
26 March 2014
by skarikMarch 26th 2014
New engine feature: render with replacement + matched camera + forward renderer.
Slowly adding pretty.
Deferred renderer will come after this
24 March 2014
by skarikMarch 24th 2014
New renderer is some sort of magic because this runs at 200+ FPS on my Intel HD 4000
Almost like it's a modern gameand skilltrees work
by skarikMarch 8th 2014
Rendering works again
Terrain still refuses to work on Intel HD 4000 without engine complaining
20 February 2014
by skarikFebruary 21st 2014
Was working on getting system 3 out of 5 working again, but the update to the driver along with small changes caused Nvidia driver to endlessly crash. ATI it runs fine, as usual. Regardless, the game development is on hold as the engine gets a rework on the rendering side. This new renderer is four parts despair and one part excitement for me, as while it had to be done eventually, I was hoping to postpone it until more gameplay was done.
Why not have the first proper trailer be in a proper engine renderer?
Anyways, every version is backed up if this goes bad. Here's a screenshot of the version with 2 out of 5 systems working.
14 February 2014
by skarikFebruary 14th 2014
Progress is slow. Still have five more game systems to modify to the new block indexing.
5 February 2014
by skarikFebruary 5th 2014
The project is not dead. There has been a lot of work done on the engine. One massive change has been performed in respect for the terrain system. While the game is more stable than ever before, most gameplay mechanics relating to terrain need to be recreated. Other changes involve the removal of almost all load screens, and various small performance enhancements. For example, there is no more stuttering when loading models in.
Currently, I'm coding this project solo. I have responsibilities with school that must come first, and thus progress to the next demo will be slow.
As a sampler, here is a debug screenshot from January 4th. For scale, the divet in the center is about six feet deep.
16 December 2013
by skarikDecember 17th 2013