Very quick update

Just a quick note that the bare bones animation system I mentioned before is now working.  “Actors” are shared, so you only have one copy of each animated model in memory (although that detail is hidden from game code).  Each animated model can have any number of animations.  Each instance of each actor can have…

Multipart models

So I was hoping to get animations in and working today, but as it turns out, there was a dependency that I hadn’t thought about — to have animations work nicely, I really needed support for multi-part models.  That is, a single file which can contain a whole hierarchy of renderable objects, including their relative…

Early task list

Finally starting to feel properly better, today, though I’m still finding myself becoming easily winded under any sort of physical exertion.  But at least the flu symptoms have abated. So I’m beginning to spec out what’s going to be in the MS2 build of MMORPG Tycoon 2.  It’s mostly gameplay stuff, but before I start…

Map mode, graphic fixes, etc.

So I’ve been doing a fair bit of work on MMORPG Tycoon 2 over the past few days.  As I mentioned before, I’ve been prototyping up a “map mode”, which has been making promising progress.  I imagine that people will usually want to be modifying terrain from the map mode, since it gives a much…

Map view

The cursor needs to be bigger when you’re up this high, and I should probably fade out the clouds.  But it’s even nicer to paint the terrain from this view.