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About month of updates and a nasty incident leading to a news block.
About transportation in the game and other goodies.
Getting all the changes in-game including the new ribbon-mode.
Little time for engine work but a bunch of improvements on particle emitters.
Infos about the navigation system in the Drag[en]gine.
Various updates for interaction, conversation and various other stuff.
The smaller of the two parts of the news pack is this had been too much for one news post.
First part of the news pack giving a first view of the Conversation System.
Checked this group for compliance with the publishing rules on IndieDB and Desura.
Updates revolving around collision handling and locomotion.
Some additional improvements on the particle system before tackling the next part.
Some time ago I mentioned once the particle system in the engine. With the changes in transparency rendering and the terrain system gone I had now the...
How the Drag[en]gine strives to take transparency to a new level.
This news post gives amongst others some insights into the art of efficient culling and how the Drag[en]gine deals with this situations.
What use would a good game engine be without a good front-end? Not that funny to use for common gamers. This update sheds some first light on the front-end...
Lots of time passed with too many updates to fit in one news post so it has been broken into 6 weekly parts. Here is therefore part 6/6. This last update...
Lots of time passed with too many updates to fit in one news post so it has been broken into 6 weekly parts. Here is therefore part 5/6. Since this is...
Lots of time passed with too many updates to fit in one news post so it has been broken into 6 weekly parts. Here is therefore part 4/6.
Lots of time passed with too many updates to fit in one news post so it has been broken into 6 weekly parts. Here is therefore part 3/6.
Lots of time passed with too many updates to fit in one news post so it has been broken into 6 weekly parts. Here is therefore part 2/6.
Lots of time passed with too many updates to fit in one news post so it has been broken into 6 weekly parts. Here is therefore part 1/6.
Insights into the development progress of the Dynamic Investigation System.
An in-between news post about fonts, the new Epsylon Memo-Pad as well as some GUI work.
A news post about how to make dragon wings and explaining a bit more the game logic system of the Drag[en]gine/Epsylon game.
What have dragons lost on a wake-board? Well... read on if you are curious to know :P
Lots of code work for OpenGL 3 usage and nifty holo-computers as well as the demo-world.
Another take on shadow casting and physics. This time the point lights.
Tackled two nasty problems which nagged us for quite some time about robust shadow casting and getting dragons to walk.
Long overdue news post mostly about editor features.