Sky

Okay, I’ll confess;  I’ve been hesitating to start on procedural building construction, because it’s kind of a large, scary topic.  But I’ll start on it tomorrow, honest. Instead, today I worked on sky rendering.  In the previous screenshots I’ve shown, the MMORPG Tycoon sky was a flat gradient that was drawn behind the terrain;  that…

User Interface

Here’s something entertaining for you all;  possibly a bit of a blast from the (recent) past.  Today I brought most of the core structural code from MMORPG Tycoon 1.1 over into the new MMORPG Tycoon 2.0 codebase.  This includes buildings, roads, quests, subscribers, monsters, devs, their AI and logic (but not rendering), and, in this…

Today

A couple of things to talk about today.  First, I’ve finally put in some frustum culling functionality.  Basically, this is some maths to try to determine what objects are vaguely in front of the camera, so that we don’t spend GPU time drawing things that turn out to be behind the camera.   With four…

Water

Yup, still here. I’ve added support for water to the terrain rendering.. but there are some low-level rendering issues to be sorted out, because the water isn’t being z-sorted properly yet.  Although it looks fine in this particular cherry-picked screenshot. I’ve also been doing a whole bunch of work on Secret Feature Alpha, which I’m…