Congratulations to SpaceX

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Falcon 9 has landed! I’d like to take a moment to acknowledge a true innovation in space travel and rocket design: The engineering behind landing the first stage of an orbital launch vehicle is staggering, and Elon Musk’s company SpaceX deserves a lot of credit for this accomplishment. Up until today, the first stages of orbital rockets could never be reused. This technology will significantly reduce the cost of launching payloads into space. The rocket was carrying a commercial payload: 11 small data-relay satellites for Orbcomm of Rochelle Park, N.J. These …

Troy CorbinCongratulations to SpaceX
Flying through an Arch

2015 State of the Game

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Well hello! It’s been 751 days since my last post here, so I feel like I’ve got some explaining to do. If you just want the TL:DR TL:DR – Angular Velocity is not dead, but it was. When we last saw our hero… Back in November of 2013, I was committed to making Angular Velocity the success I envisioned. I tried to become active in Reddit’s /r/gamedev community, started participating in Screenshot Saturdays, etc. AV was progressing at a good pace for a single developer project and I was happy. Then one …

Troy Corbin2015 State of the Game
Flying at high speed

Weekly Progress Report

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Hey kids! I’m going to try doing a better job of coming out with weekly devlog entries reporting on our progress. I apologize ahead of time because I doubt I’ll be able to keep it up every week. However that’s no reason not to try! Since our last update, I have worked on a number of different aspects of Angular Velocity: Fixed shader so that it works on Nvidia cards. It sucks to think that all this time I just had to change a simple 1 to a 0 to …

Troy CorbinWeekly Progress Report
Four new elements are depicted in this shot: Limestone, Silica Sand, Copper, and Nitrogen. Can you spot them all?

New Materials, Schematics, and Inventory Controls

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  Hey gang, Got some great work in on the game today. Let’s cover this thing bullet style. Yeah! Four new materials have been introduced into the world: Limestone, Silica Sand, Copper, and Nitrogen. The world generators have been updated to not only include these materials, but to also change the distribution of the materials we already had for a better looking topography. This is something I’m sure I’ll be tinkering with for some time to come. Added a new Schematic for… Circuitry! Circuitry is a basic building block that will …

Troy CorbinNew Materials, Schematics, and Inventory Controls
First Look at the Extra Depth Layer

Pre Alpha Demo Publicly Available Today

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  Hey folks, Starting today you can download a Pre Alpha demo build of Angular Velocity! Be advised that there is a lot of functionality missing. For example, you only have 1 schematic you can craft, there is no multiplayer yet, and limited weapons, ships, and resources. Having said all that, it’s important for us to start testing the core of the game across multiple systems, as well as working the bugs out of our custom update software. System Requirements Java 7 ( You can download it here ) OpenGL …

Troy CorbinPre Alpha Demo Publicly Available Today

Nibbling Away at the Corners

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After having so many problems for so long, I feel like this week we’ve finally gotten back on track. I’ve done a lot of work on several little things that have been nagging me, and they all add up to get us closer to our first public Alpha. Since all these updates are rather eclectic and sometimes unrelated, I’m gonna go into bullet-time-mode. Woah. Radar system now emits a sonar ping when new hostile contacts are detected. This helps you keep you eyes on where you’re going rather than checking …

Troy CorbinNibbling Away at the Corners

Onward Space Cowboy

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Well, after some work on boring behind the scenes stuff ( ie. the update server ) I’ve had some time to work on the game itself. One of the first things I did was to improve the basic shadow techniques I implemented for something that looks much better. The Shader takes more samples ( 16 vs 4 ) which gives a much smoother, softer shadow. I’m still working on eliminating all of the moire pattern artifacts, but I have a good idea on how I’ll go about doing it so that should …

Troy CorbinOnward Space Cowboy

New Update Server

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Hey folks, Sorry we disappeared, but there really hasn’t been much to tell except that my home server died. All the code was safe and backed up, as was all our art assets. So no, we didn’t pull a Project Zomboid. However, the server was being used as our Update Server that handed out copies of the Alpha build to all our good little Alpha testers. I had always intended to upgrade our infrastructure once we were ready for a wider release ( only a dozen have Alpha access at …

Troy CorbinNew Update Server

Shadow Mapping in GLSL

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Hi Folks, I haven’t updated things here in a while, and despite not feeling as if I have anything finished and polished enough to show off, we have made enough progress that I decided to throw caution to the wind. Or into the shadows, as it were. I’ve spent almost this entire weekend learning GLSL ( OpenGL Shading Language ), implementing it in the engine, and then writing my first Shader to implement shadow mapping. Let me just say… I haven’t found a single tutorial on the web that takes …

Troy CorbinShadow Mapping in GLSL