Designing Combat System 2.0

Over the weekend, I’ve been working on setting up the new combat system for MMORPG Tycoon 2.  It’s still very much just a framework, but it’s starting to take shape. Here’s the basic idea: Each MMORPG game has a set of attributes.  The first attribute is “health”, and the player can set any number of…

Little bits of speed

Not a lot of coding time today, so I just tackled a few speed issues that had arisen in the last few days. The major one is that now that full procedural objects are being baked together into a single mesh (instead of lots of individual sub-meshes), the process of optimising those super-meshes was very…

Major rendering restructure

Today I spent the whole day doing just one thing:  a major restructuring of VectorStorm’s rendering architecture.  This is, without a doubt, the biggest change to how rendering works in VectorStorm since I first wrote it. What you’re looking at in this screenshot is a not-yet-activated starting point, being rendered as a glowing outline, behind…

Faster

Here’s something I’ve been trying to figure out for a while — how to make the procedural geometry render faster. The problem is that this geometry is made up of lots of hierarchical objects.  These rough tree models, for example, each contain about 40 or 50 individual objects;  one for every branch.  This means that…