One of my most popular photographs is the one you see above. (High resolution at the end of the article)
Back in August of 2013, I got a text message from a friend:
“Go look at the sky.”
I laughed, and walked out my front door. Absolutely clear skies.
“Um, what am I supposed to be seeing?”
I took two steps off the front sidewalk and looked to my left.
There, spread across the sky in the distance was a rolling thunderstorm. I could not hear it, but lightning was flashing through the clouds every few seconds.
Continue reading Lightning and Patience
One of the biggest problems modders and their fans run into is the issue of memory management. When you’re a game developer creating content for consoles or mobile devices, you have a specific memory budget that you have to maintain. This requires hard choices during development, and one of the first places to cut is on texture resolution. Every artist wants to make their work look as good as possible, so telling someone to smash their gorgeous 2048×2048 texture down to 512 (or lower) can be met with resistance.
Continue reading Kerbal Space Program Memory Management
I’m working on a small project for Kerbal Space Program.
The goal is to fill in a few gaps left by other mods for my own play style.
Easy changes: KAS and TweakScale config additions for mods that don’t already support them.
Moderate changes: Add functionality to existing parts. (Such as adding a radio to Universal Storage’s EVA-X pack for transmitting science when away from a craft.)
A bit more complicated: Adding new parts, such as the Vernier OmniRCS, which uses the same specs as the stock Vernor engine, but with a bit more flexibility.
See my post on the KSP forums for more until I update this post 🙂