Minor update

Very minor update today, since I didn’t have much time to code, but got a few things implemented. First, VectorStorm materials now have an optional “layer” value.  This value defaults to zero.  Within a scene, material batches are drawn in order, according to increasing “layer” values.  This allows us to force transparent geometry, such as…

The last multithreading post (for now)

Setting up multithreading code is complicated! Here’s what’s new: Set up a generic “task management” system for MMORPG Tycoon 2.  Systems generate “tasks”, and tasks are assigned out to worker threads, which work on those tasks, and then let the main game know when the tasks finish.  Heightmap building now uses these generic worker threads,…

More multithreading

Apologies for all the similar screenshots lately;  it’s what happens when I’m working on the behind-the-scenes tech, instead of new features. So I’ve finally finished converting the world across to being generated in a background thread.  This means that as the player moves around the world, there are no longer any frame rate stutters as…

Bored of clutter yet?

Feels like I’ve been working on clutter for ages and ages.  And from a certain point of view, I guess I have.  These clutter systems are kind of a simpler version of most of the rendering parts of MMORPG Tycoon 2;  creating and destroying renderable geometry when it’s needed, so we don’t have a ridiculous…

Multithreading

Just a couple quick notes today, because I really ought to be sleeping instead of posting. Today, MMORPG Tycoon 2 has finally become a multithreaded game.  It’s not ubiquitous by any means, but it’s taken the first step;  the ground clutter is now being generated in a background thread.  The only bit of clutter-related code…