Meet Cough

Today I spent some time working on generating random character names for MMORPG characters.  I was getting pretty tired of “Ujkige” and similar unpronounceable names which were just generated by randomly smashing letters together. So today I started working on a system which should do a better job of generating believable character names. My first…

Little bugs

Spent much of my spare time today debugging the system which handles optimised OpenGL state changes, and porting that back into the VectorStorm trunk.  (It was tricky to get to work properly, since half of the Testbed games don’t use the material system;  took me ages to work out why things weren’t drawing properly!) I…

Optimisations

So here’s a fun one for you all.  I mentioned that I had achieved some speed boosts for rendering based upon insights from gDEBugger.  On the basis of that, I’ve been setting up some more intelligent rendering code which doesn’t tell OpenGL to do something that it was already doing. In brief, what was happening…

VectorStorm library update

For the first time since getting my new job, I’ve finally sat down and written a little code on my home projects.  It’s not too much, but it felt pretty good to write it. I’ve fixed the VectorStorm engine bug which was causing problems with the middle mouse button and right mouse buttons (often swapping…

The daily update

So I mentioned yesterday that my goal for today was to have guests extrapolating their lies a bit better, so they could tell lies which included information that they were only guessing at.  However, with holiday stuff going on, I actually didn’t get a whole lot of coding time to make progress on that front.…