Friends and family know me as varied, self-taught hobby artist who possesses a variety of techniques, including but not limited to painting, sketching, (3D) modelling, animation, video editing, making electronic music, and anything else that requires a certain amount of creativity.

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0 comments by b5cully on Oct 6th, 2012

SO yesterday I was spending all day making new textures, revamping existing textures and applying a new material library for StarFire (you can follow it here Indiedb.com ) which without doubt was a shitton of work. This is also the 5th time or so I've completely rewritten material handling (I do hope I will stick to this one for a  bit longer). I'm sure I did path the way for quite large arsenal of materials to chose from since I only need to import a diffuse and bump map texture for each material type (instead of creating a material definition file for each block material using the old material library, as it will generate these automatically now).

New Textures

Using the new Material Library I can create proper markers for selection mode and numerous other features that weren't possible before. However, by implementing the new Material Library I broke a few things as well, such as image flipping and transparency of cockpit elements.

I also created a BlockFilter for elements. Each Material and MaterialVariation has one filter property. RawMaterial for example can have the filters "ship", "building" and "all" , while MaterialVariation is structured in "decorational" and "functional". BlockFilter will also include the shape of elements available (i.e. rectangular, triangular, spherical). This way I can categorize and filter out certain blocks in the user interface, providing the necessary clarity and structure the user needs to use the interface effectively.
All these changes are part of the aim to give elements a function. It will go so far that every Item in the game will have corresponding 3D object in form of an Element which you can interact with according to the effect it holds.
My ToDo List includes:

  • Finish missing textures for block type 4x4x1
  • Introduce block type 1x5x1 and a 2x2x3 seat (+ textures)
  • Fix ShipLight class
  • Fix existing Bugs with Repaint, History and Block Removal
  • Merge _fd and _cont material variations to _itcont
  • Merge _fuel and _oxy material variations to _tank
  • implement advanced MaterialPicker
  • BugFixing (focussing on MaterialPicker)
  • implement functional Elements, make Element a parameter of Item, change accessibility using the Item class.
  • Adapt ShipEditor and ShipModel to these changes.

After this I can finally head to the actual simulation part of the game. I will probably won't finish all of these points in my list but it's always good to have for motivation purposes.

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Latest tweets from @b5cully

I think I found the best Facebook comment ever, on a coding topic: "C is so classless" - I lolled at this for at least 5 minutes. D:

15hours 46mins ago

"shut up all I wanna see the games!" - "shut up u fukin blonde i wanna see ur titties" SOUND FAMILIAR? IT SHOULD. #XBoxReveal

23hours 48mins ago

That controller surely looks like it's going to break very fast... so many small parts... #XBoxReveal

May 21 2013, 1:25pm

@CaptainSparklez buahahah thanks for the laugh :D

May 21 2013, 1:23pm

New texture loader working like a charm! T.co

May 17 2013, 1:45pm

Improved version of the song, enjoy! power of Imagination [remastered] T.co on #SoundCloud

May 16 2013, 7:46pm

...two galaxies drifting towards one another merging them in the process! - ...I need to get off my high horse.

May 16 2013, 6:56pm

..or how about celestial objects getting sucked into a blackhole?

May 16 2013, 5:27pm

...like, a giant asteroid crashing into a planet causing it to crack in multiple pieces, forming a new asteroid belt around a star...

May 16 2013, 5:26pm

It would be pretty great if I somehow could simulate galactic events...

May 16 2013, 5:24pm

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