VRscosity is released!

November 16, 2017

After much toil, VRscosity earned me a first-class mark. Now I have some actual time on my hands I’m proud to announce that VRscosity has been publicly (if belatedly) released! It is in the prototype stage currently, and is unlikely to move much past that as bigger projects are in the works. But… Read more

ᴛᴇᴛʀɪɴᴏ moving forward

November 16, 2017

Due to various work and study commitments I’ve been a bit lapse on writing content for this here site. For that I am to be shamed. Regardless, now that university is officially over and I’ve settled into the working life, I can finally kick things into progress.   ᴛᴇᴛʀɪɴᴏ: The… Read more

Avoiding Incarna: How Elite: Dangerous could be in trouble

May 27, 2017

It is no small secret amongst friends that I am a huge fan of science fiction. Some of the first books I read were from Asimov and Clarke, I grew up watching the various Star Trek series in the home, and I am currently doing a personal re-cut of Silent Running to… Read more

Wallpaper Released for Spectrum

Le Frimeur Part 1: Personal projects

March 18, 2017

2017 marks roughly ten years of myself finally starting to get to grips with who and what I want to be in life. The fact it took me ten years to solidify this to my current path says… well, it’s an indication of many things. But ten years of faffing… Read more

3D Representation of 16-bit RGB space.

VRscosity Dev Blog #5: Fail faster

March 15, 2017

In design of all forms, there is the beautiful mantra of “fail faster.” The idea is essentially that you will never get any idea right in the first try – and ultimately, boiling something down to a high level idea, trying it, and seeing what works and doesn’t is the best… Read more

VRscosity Dev Blog #4: Lasers of culling

February 24, 2017

After a data structure is decided upon for a Voxel system, you run into the problems of rendering. As mentioned in a previous blog post exploring a screw up of mine, the crux of my solution is this: “In brief, the final render system works similar to how other such systems… Read more


VRscosity Dev Blog #3: Mind your loops

February 17, 2017

In an upcoming DevBlog I’m going to be talking at length about the steps taken to generate the graphical side of VRscosity. It’s relatively boilerplate stuff – Voxel engines have effectively been long solved, so it’s simply a case of implementing something I’ve done a couple of times before. …Which… Read more

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VRscosity Dev Blog #2: 500 million bees

February 7, 2017

There is an old saying that a single bee sting hurts, but a thousand kills. If you ignore the reality of this idea (there are plenty of other factors that affect your reaction to bee stings) the premise is that enough of any small thing can eventually overwhelm. In software,… Read more

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VRscosity Dev Blog #1: Not Minecraft

February 5, 2017

Many years ago, when the internet was only just maturing into what we know of today, I would spend many hours fluttering between various free games as they came up. Be it Runescape, some cheap thing from Kongregate or Albino Black Sheep, as was typical of youth I found ways… Read more