More block editing.

I created a Unity component to allow me to easily add these cube models in-game.

I also use a wild color in the blocks so that I can swap out certain blocks for team-colored ones.

Screen Shot 2013-06-26 at 9.52.16 PMScreen Shot 2013-06-26 at 10.03.19 PMScreen Shot 2013-06-26 at 10.12.03 PMScreen Shot 2013-06-26 at 10.26.31 PM

And then I added smooth lighting and a grid texture to make the edges stand out, and to make ships feel more like block models.

Screen Shot 2013-06-27 at 12.59.51 AM Screen Shot 2013-06-27 at 12.59.42 AM Screen Shot 2013-06-27 at 1.03.01 AM


So, I have a full time programming internship now, and that’s awesome.

I’ve still done a bit of personal programming in the evenings and on the weekends, but I haven’t updated my blog.

Until now.


I’ve been floating between various ideas for a while, and there are many details that I’m not certain of yet, but I’m pretty sure it will involve hex tiles and cubes in space.

Screen Shot 2013-06-24 at 11.48.08 PM

This weekend (the weekend including June 23rd, 2013), I started work on a cube editor, and now I have it up to a comfortable usable state. It’s still very crude, but it gets the job done.

Screen Shot 2013-06-24 at 11.04.42 PM Screen Shot 2013-06-24 at 11.03.51 PMAvailable here. Keep in mind that it’s a dev program, and that it’s likely to be unstable.

I’ll be updating my progress every weekend (maybe).



Beginning optimization.

I just recently got the generation speed up to roughly 26 vertices per millisecond on a single core, so I can now generate much larger volumes without as much wait.


Terrain experimentation.

I initially thought that I made an error in my normal-averaging calculations (on tracking linked vertices), but after adding wire-frame rendering, a lot of small triangles become visible. Right now I’m debating on whether or not to cull these out or come up with a weighted averaging system that includes these.


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