Another quick one.

•31/10/2014 • Leave a Comment

Some recent upgrades.

A new 24″ HD Monitor. Finally now I can actually use resolutions higher than 1680×1050! I still have my old monitors set up on either side, which is very handy for editing. Having TresED open on one for referencing the original levels and also having another spare for reference photos or secondary editing panels is a dream.

I’ve also bought a new GPU, a Gainward GTX 970 4GB which should be arriving later today if I’m lucky. Seriously good value card. I’d been putting aside some money for the last couple weeks and was only planning a smaller upgrade, but to snag a card that’s 3rd or 4th fastest single card currently available was only a little bit more. I know i probably should have got the OC Phantom model, but i couldn’t extend my budget any more. Continue reading ‘Another quick one.’

Still Kicking

•21/10/2014 • 4 Comments

Yes, I’m still working on this despite the lack of updates!

I’ve had a couple days off one of my jobs due to a neck / back injury, so I’ve managed to allocate some time to the project and do a little bit of editing.

I simply haven’t had enough time to touch Unity though, i’ll need a lot more time to really dig deep and learn the editor and start working through some code tutorials. That will be saved for a time when im working just one job and have at least a few hours a day i can devote to it. At the moment that might not be till mid next year.

I’m doing some CryEngine 2 work, much the same as the Stage 1 work i was doing before i started work on the CryEngine Tech Demo.

Speaking of which, that unfinished Tech demo level was finally released over at TresCom a while back and a few people had trouble getting it to work. Its really just a matter of extracting into the GameSDK\Levels\ dir and then loading it through the editor. Any errors are out of my control really, as its probably a driver issue or the path is not correct. CryEngine is a pretty finicky engine, so its not hard to get something wrong.

I wont be working with it again, but i do still love CryEngine 2. I’ve got a lot of really nice stuff still to release for CE2, and when i get enough time to finish it, ill release it.

I wont be posting many updates from now on, as i simply don’t have time. If i get time to use my PC, i’d rather be working on it than posting about my lack of progress.

One final thing, it wasn’t till about 2 months ago that i finally got to read the Article that Joystiq posted about me and the project. The Article was pretty cool, but there was a lot of stuff that was very old and not correct. So sorry for anything misleading there.

Anyway, it feels good to post something and i hope i get more time to do so soon!


Demo Level Info

•30/06/2014 • 18 Comments

The Tech Demo level is not up yet, but i thought i would post some tips for improving performance for those who don’t have very fast machines.

The level was whipped up in about 5-6 hours, including learning the new editor. I didn’t spend much time trying to improve performance too much through object LOD settings and occlusion tricks, so there are a few things you can do to speed things up.

Probably the biggest performance hit is from the size of the terrain. Its an 8192×8192 size heightmap, which is essentially 8.192 kilometres by 8.192 kilometres. Pretty big. In a move that will annoy some people, i actually flattened the geometry outside of the demo area, to try and improve performance a little, but just how much better it is i couldn’t be sure. The next biggest performance hit comes from the automatically distributed vegetation, which is set up to evenly distribute certain vegetation species across particular terrain textures. Modifying these will help greatly with performance.

Continue reading ‘Demo Level Info’

CryEngine’s Out, Unity’s In

•27/06/2014 • 15 Comments

After a troublesome relationship with CryEngine, I’ve decided to give it the boot and switch over to Unity.

I’ve had my fair share of trouble with the engine over the years, but after having a programmer pull out of the project due to a lack of official engine documentation, its just another set back in a long series of set backs, directly caused by the engine.

You only have to go back through the history of this project and read about the issues I’ve had with CryEngine, both CE2, CE3 and the latest version, and wonder why i didn’t switch engines two years ago. Compared to some of the issues other people have had with it, i think i’ve been somewhat lucky. Some of the issues other people had were so bad, that if they happened to me i would have rage cancelled the project entirely.

Before i talk about Unity, ill just explain what i have planned.

Continue reading ‘CryEngine’s Out, Unity’s In’

I’m kind of back :-)

•10/06/2014 • 7 Comments

Sorry for the lack of news, I’ve been busy. Real busy.

Today’s the first time in ages ive had a chance to sit down and use my desktop PC, and it feels great. The mouse actually felt weird to use!

I’ve been working some pretty harsh hours and just haven’t been able to allocate any time to the project. So im sorry if you were hoping for a big update, but there wont be one for a while yet.

My programmer Seb, has pulled out of the project for a number of reasons. CryEngine being very undocumented is a big issue and he simply doesn’t have the time needed to learn whats required for this project. My lack of support would also be a factor in this, as ive been less than communicative over the last few months.

Never mind though, these things happen and life goes on.

My plan is to continue with the CE2 work and finish off the Crysis level. There is not a huge amount of work left to finish it off, but its more time than i have right now. Once its finished ill be releasing it for you to have a play through, then i’ll move onto other aspects of the project.

I don’t really have any time to get any editing done, but between jobs and while on breaks i can get a bit of writing done on my tablet. So i’ll be focusing on trying to get my documentation sorted and start posting chapters of my walkthrough for you to read. They will be somewhat simplified and not go into too much detail, but i think they will be an interesting read for some of you.

I just want to thank you all for your comments and emails of the last couple of months. I know things have been quiet, but i promise ive not given up. I didn’t come this far to just abandon what ive done. I’m dedicated to this project till the end, no matter how long it takes.

Now before i go i want to share something with you that i absolutely adore. Being Jurassic Park fans I’m sure some of you have already heard it, but for those who have not, you’re in for a treat.

This is the Jurassic Park theme slowed down 1000%.

I highly recommend headphones and an hour to spare. Its pretty magical.

Anyway, that’s it for now. I’ll try and get another post up within a week. If time permits ill hopefully have some of the walkthrough for you to read and if im really lucky i might even get time for some editing.

Enjoy the music!

Burroughs WIP

•27/03/2014 • 16 Comments

I started sculpting the Edgar Rice Burroughs statue today.

Burroughs Statue WIP

Still lots to do, but its a start!

Oculus Book

•27/03/2014 • 19 Comments


Its a pretty hot topic this one and i feel i need to voice my opinion on it, as i’m getting more and more fed up with the unintelligent comments i keep reading.

Facebook buying Oculus is a good thing.

Regardless of the outcome of the Oculus Rift as a product, its good for VR and gamers for many reasons.

Firstly, the financial backing should bring the price down and speed up development. You get it faster and cheaper. Yay. Secondly, the more mainstream a product becomes, the more competition it gets. Clones will surface, more options will become available, products will evolve faster, prices become cheaper, get better, more games are supported..

I don’t think i need to say any more?

Continue reading ‘Oculus Book’


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