Success!

Apologies;  another screenshot which contains absolutely nothing visibly new.  But after far too many hours, I’ve finally fixed up the drawing of procedural models to work either using shared models for common things, or with custom models for things that need to be unique. Most things in MMORPG Tycoon 2 go through this code.  Region…

Writing your name in the sand

Okay, this was probably a little silly, but..  as a further test of the placement-driven terrain painting, I hooked up roads to create sand around them.  Showed up a number of bugs, including some in my bounding boxes (vsBox2D and vsBox3D, for those keeping track at home), and in my octree code (vsOctree).  Think I…

The return of region boundaries

So today I managed to do some extensive cleanups of the terrain generation algorithms.  (Specifically of the “painting terrain” algorithms which are used on the back-end of the terrain object placement tools) My vague impression is that it seems to be slightly slower now than it was before, but I haven’t actually tested it.  It…

Math fail

Mere seconds after tweeting about how nice it is to simplify huge swathes of ugly code into a single small, nicely abstracted piece of easily-maintainable code, I discovered that the small, nicely abstracted piece of easily-maintainable code didn’t, in fact, work properly. It’s a simple fix to make it work properly.  But it’s also an…

The most boring screenshot ever

I’m amazingly thrilled to have gotten this working, but unfortunately it’s a very boring screenshot.  If you consult the past few screenshots and videos, you may notice some very visible seams between squares of terrain (though I mostly tried to avoid showing them, when I could).  These were caused by mismatched vertex normals between the…