bartwe – Staxel https://blog.playstaxel.com Thu, 23 Sep 2021 08:55:35 +0000 en-US hourly 1 https://wordpress.org/?v=4.9.6 Bloom https://blog.playstaxel.com/bloom/ Wed, 18 Feb 2015 00:09:59 +0000 http://playstaxel.com/?p=662 Been working on some new shaders for staxel and played around with bloom a bit.

It will not look like this in game, but some of these screenshots are just too much fun not to show šŸ™‚

 

1cEPosa BCufDeb LRf8kCc R8KLAON xRbi1f1

KRENyuT

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High Summer into Autumn https://blog.playstaxel.com/high-summer-into-autumn/ Thu, 22 Jan 2015 15:26:22 +0000 http://playstaxel.com/?p=649 The massively talented Curtis has been busy making music for Staxel, here is a little sneak peak to one of the tracks that are in the works called ‘High Summer into Autumn’

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The future of in-game streaming https://blog.playstaxel.com/the-future-of-in-game-streaming/ Wed, 03 Dec 2014 18:14:52 +0000 http://playstaxel.com/?p=600 Recursion

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Can you see me now ? https://blog.playstaxel.com/can-you-see-me-now/ Mon, 01 Dec 2014 16:31:23 +0000 http://playstaxel.com/?p=596 JIC73lX

 

<todo, insert blog post here>

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Animations o/ https://blog.playstaxel.com/animations-o/ Mon, 29 Sep 2014 11:32:04 +0000 http://playstaxel.com/?p=564 We have been busy adding support for .bvh animation files in the engineĀ and we can now make animations in blender and use them ingame.

 

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More lighting https://blog.playstaxel.com/more-lighting/ Sun, 17 Aug 2014 13:23:13 +0000 http://playstaxel.com/?p=537 The lighting system is still in flux but this month a few new features has been added to it like calculating the light separately per side of a tile which gives awesome effects in places where reflected light is prominent šŸ™‚

 

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Lighting https://blog.playstaxel.com/lighting/ Mon, 21 Jul 2014 18:42:47 +0000 http://playstaxel.com/?p=283 The last two weeks were focused on adding (part of) theĀ world lighting to Staxel. It does this by doing two phases of raycasting, first it throws 24 length rays, if they hit something before being 16 long it doesn’t contribute light and if its longer than 24 it contributes full light to the source. The second phase casts 8 long rays which also takes into account the coloring of the blocks the light bounces against. It will need many more tweaks in the future but for now i think it looks fine šŸ™‚

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Moving on https://blog.playstaxel.com/so-long-and-thanks-for-all-the-fishaxe/ https://blog.playstaxel.com/so-long-and-thanks-for-all-the-fishaxe/#comments Sun, 22 Jun 2014 23:30:50 +0000 http://staxel.net/?p=10 Development of Starbound has sped up significantly recently because of the team moving to London, for me and my family this was not an option.

After two wild years of spending our savings, having our second baby and working all hours every day to get the game on SteamĀ it is time for me to switch gears and spend more time with the family.

Thankfully Starbound is in good hands with the team at the Chuckle offices including new membersĀ such as Metadept who has already improved many components IĀ originally worked on.

Starbound has been a wild ride, thank you all for coming along šŸ™‚

– Ā So long, and thanks for all the fish(axe)

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Divots https://blog.playstaxel.com/108/ Fri, 13 Jun 2014 23:52:26 +0000 http://bartwe.net/?p=108

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Spring is here :) https://blog.playstaxel.com/spring-is-here/ Mon, 09 Jun 2014 21:17:01 +0000 http://bartwe.net/?p=102

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