Slow progress

So today I’ve made a few changes: vsMeshMaker no longer needs to specify the number of triangles in a model, before you start specifying those triangles.  Means that it’s really easy to just toss triangles in without thought, and have it come up with an optimised model at the end. vsMesh can now output vsFragments,…

More design musing

I’m sure other people doodle sensible things.  Me, I doodle GUI interfaces.  (And then obsess over whether the initial “click-drag” should start from a corner of the shape, or from the middle of the shape) Anyhow.  I’ve been thinking a lot more about how best to set up MMORPG Tycoon 2’s world building.  The more…

Better tree structure

Just a quick screenshot, since I’ve finally got some better tree shapes being generated. This isn’t going to be appropriate for the final trees — it’s way, way too slow to render (just look at the length of that green bar!  Though to be fair, there are 200 trees being rendered)  Here, each branch is…

Creepy Tree

Here’s a screenshot of the very first tree generated by my new tree generation code.  Clearly, there are a bunch of issues to solve. For one thing, many of the branches are being rendered inside-out.  For another, all the branches are being spawned on one side of the tree, even though I intended for them…

A technical post

Here’s a screenshot that won’t excite anybody but me. Can you spot the exciting thing?  It’s not the cylinders (which should hopefully be proper trees by the end of the day, but are as of yet still just cylinders waiting to be shaped) — it’s actually the little green horizontal line at the bottom left…