Penumbra: Black Plague for Mac OS X & Linux released!
Regardless of your computer platform of choice it is now possible to enjoy the full Penumbra: Black Plague experience.
Multi-topic news!
We have had our hands full for the last couple of weeks and many things have been going on. So lets get right to it and report about it all!
Frictional Goes To MOCKBA
The 17th this month me and Jens took a plane from Copenhagen to Moscow where we met up with Fredrick and Susana from Paradox Interactive. The whole point of the journey was to meet the Russian publisher of Penumbra, “Snowball”, and to hold a talk on Frictional Games and the production of Black Plague at a Russian game conferance called КРИ (That’s KRI for all you non-cryllians).
Penumbra 3 – BWaV Announced!
Frictional Games announces Penumbra Sequel
Reviews and what not
Down here in the very south and sunny part of Sweden we have had a quite snow free winter, until today… For some reason a “blizzard” is roaming outside today and what could be better to do on a day such as this than to read a couple of reviews?
The unseen stuff
Normally you only hear about various graphical effect problems and issues regarding 3D engines. In this log I want to highlight a few other problem many 3D engine builder face, but you do not hear about as much.
Multiple Views
This time I have finally implemented the single largest change in design for the new engine – the Viewport. The last engine really only had one world and one camera that could be active for the frame to be rendered and this was something I wanted to change for HPL2.
Black Plague & Overture Updated and some new reviews
We have updated Penumbra: Black Plague & Penumbra: Overture to correct all the graphical problems that was experienced with the latest cards and drivers from ATI. The updates also include various optimisations, minor fixes and for Black Plague even some alternate solutions to a puzzle or two!
Latest reviews
A collection of reviews for your reading pleasure.
Render To Texture
One of the things that I am planning to do in this work log is to release a demo showing off a new feature whenever I can. That way I can see how well the engine works on various machines and you readers will also be able to follow the development in a more hands-on fashion!