A boring screenshot

Originally, my plan for this weekend was to implement cascaded shadow maps for MMORPG Tycoon 2.  In practice, though, technology had other plans for me. Some background: VectorStorm’s graphic engine works based on a concept that I call display lists (OpenGL programmers, these are not the same thing as OpenGL’s display lists).  In VectorStorm, a…

A techy weekend

So I’ve spent much of the weekend working on adding to VectorStorm’s shader support.  Enough that I’ve managed to implement dynamic shadow maps in MMORPG Tycoon 2. This is all very early stuff, and I’m sure that I’m going to want to completely rework the mechanisms by which this works.  But I’m pretty pleased at…

Submitted for your approval

This is a screenshot of the first run of MMORPG Tycoon 2 running under Linux.  It’s built via a cmake setup — the same script which builds on Windows and Mac.  And it’s building from a VectorStorm library trunk that’s shared with the Testbeds samples. The big troubles all came from the fact that MacOS…

Color picker

So I’ve just finished implementing a basic color picker control.  Here, I have it hooked up to the fog color. Next step will be putting these into popups, so they don’t take up so much screen space.  These will be wired up to lots of things eventually (terrain, sky, object editors, etc), and I don’t…

A bit more performance

Short post today.  After the latest round of profiling, I’ve tracked down a few more performance problems and squashed them. The screenshot is looking across a single MMO region, peppered with 1000 trees.  1000, because it’s a silly number of objects.  Trees, because they’re by far the most expensive model in the game right now. …