Today

Today was general cleanup, and setting goals for the rest of the month.  Also fixed a couple of memory leaks that I’d been putting off looking at for a couple of days.  The benefit of having memory leak detection and tracking built directly into your game engine is that those leaks are easy to find.…

The beginnings of procedural generation

Well.. procedural generation of buildings, anyway;  plenty of other stuff is already being generated procedurally.  There’s not a lot to look at, here, really, but what you’re looking at here are the first three fully procedurally generated buildings in MMORPG Tycoon 2. While all the geometry that you’ve seen before has been generated on the…

Forest — not really

I seem to be getting very little done, the last few days.  However, here’s a quick first pass at getting some simple models in as stand-ins for trees.  Of course, these don’t actually look anything at all like trees;  I’m discovering the limitations of my current procedurally generated model tools.  To turn these things into…

Today

Today I converted all Region-placed objects in MMORPG Tycoon 2 to render via the region’s octree.  This includes buildings, roads, monsters, player characters, and AI developers.  This basically means that any objects which aren’t at least vaguely in front of the camera won’t use up time being drawn by the graphics card. The player himself,…