We have a twitter feed. This is our twitter feed.

We have a twitter feed. This is our twitter feed.

Advertisements

Drift development is accelerating these days. Eric and I are devoting our entire Saturdays to the project as well as many hours during the week (possibly more than our bosses would enjoy if they knew.)  We are super enthused as this project takes form beneath our busy, relentless and oft-erring fingers. I’ve launched a facebook page and we are going to launch a full website and twitter feed. We’re looking into adding a new artist to the team (you know who you are!) and develop drift along a carefully-planned design doc. This is happening, this is real, and we’re both loving the hell out of it. Stay tuned – next Saturday we’ll have more content to share. Love, Derek

I’m talking about the big Corellion ships…

Okay, so we now have a script that creates a cube-mesh from scratch and assigns in UV’s from one single texture atlas. In other words, when I place a “Metal Block” it’s actually just creating a gameobject with a box collider, empty mesh filter, mesh renderer with texture atlas, and this new script on it. The script then creates the mesh, assigns its UVs accordingly, and renders it. This is pretty rad because it has increased performance so much that a ship like the one above, composed of thousands of cubes, can be rendered at around 60 fps. Pretty badass. I’m happy.