More little bits of dev

Worked more on those arrows (They’re now bright red, with a white outline, and have animations as they appear and disappear).  Fixed a bunch of internal VectorStorm engine bugs which had been stopping roads from drawing for the past few days, and was also breaking the bounding box generation for a lot of MMORPG Tycoon’s…

Quests

Spent time today on quest visualisation and editing.  Still not done, but there’s been some visible progress. First, I’ve now got a generic way to put UI components inside a frame (currently being used by the quest text display in the middle of the screen).  This obviously needs some new controls added, and there’s some…

Action Bar Data

A friend of mine has often been heard to say that he’s never regretted making something configurable via data.  I tend to agree.. although my usual development process for home stuff is to do a lot more in code than I do in data.  But MMORPG Tycoon is becoming large enough that I’m really starting…

Just for you, Dan. :)

Antialiased, as requested. There are really four different kinds of antialiasing.  These are: Supersampling:  Draw a really, really big image, and then scale it down for the final display.  Requires lots of extra memory to store that really big image, and lots of extra fill rate to draw all those extra pixels. Multisampling:  Draw normally,…

Subtle

Very subtle changes today.  Today, I flipped the switch and Tycoon is now rendering entirely using OpenGL shaders, instead of the fixed function pipeline..  My games have always used OpenGL shaders for the glowing “bloom” effect typically used on vector lines.  However, until today they rendered everything other than the “bloom” using OpenGL’s standard functions.…