Action Bar Data

A friend of mine has often been heard to say that he’s never regretted making something configurable via data.  I tend to agree.. although my usual development process for home stuff is to do a lot more in code than I do in data.  But MMORPG Tycoon is becoming large enough that I’m really starting…

Just for you, Dan. :)

Antialiased, as requested. There are really four different kinds of antialiasing.  These are: Supersampling:  Draw a really, really big image, and then scale it down for the final display.  Requires lots of extra memory to store that really big image, and lots of extra fill rate to draw all those extra pixels. Multisampling:  Draw normally,…

Subtle

Very subtle changes today.  Today, I flipped the switch and Tycoon is now rendering entirely using OpenGL shaders, instead of the fixed function pipeline..  My games have always used OpenGL shaders for the glowing “bloom” effect typically used on vector lines.  However, until today they rendered everything other than the “bloom” using OpenGL’s standard functions.…

183 files

I just thought I’d mention that there are, at present, 183 source files in MMORPG Tycoon 2. That count does include the 85 source files which are part of the core VectorStorm game engine, but doesn’t include the 31 source files which make up Box2D (which I’m still inexplicably building into MMORPG Tycoon 2, even…

Placing buildings

More on interface niceties.  Today I’ve half-converted the building placement interface to the new script-based system. I say “half-converted”, because while the new system is completely functional, the UI hasn’t been adjusted to actually use it yet;  if you click on the buttons in the usual build interface, you still get the old interface.  The…