Bits and pieces

It’s kind of neat, when you realise that your systems are generic enough that you don’t actually have to write much code to get interesting effects. Previously, the “selected building” effect I was using was just to draw a simple wireframe box around it.  But there were bugs which caused the box not to z-buffer…

More updates

I’ve been poking around a bit more with terrain/building authoring, most recently with an MMORPG Tycoon 1.1-style overhead view map, which you can zoom in and out. Those who’ve been around for a while will remember that this was the original idea for how 2.0 would work;  you’d have a 1.1-style vector graphic map, but…

Success!

Apologies;  another screenshot which contains absolutely nothing visibly new.  But after far too many hours, I’ve finally fixed up the drawing of procedural models to work either using shared models for common things, or with custom models for things that need to be unique. Most things in MMORPG Tycoon 2 go through this code.  Region…

Writing your name in the sand

Okay, this was probably a little silly, but..  as a further test of the placement-driven terrain painting, I hooked up roads to create sand around them.  Showed up a number of bugs, including some in my bounding boxes (vsBox2D and vsBox3D, for those keeping track at home), and in my octree code (vsOctree).  Think I…

The return of region boundaries

So today I managed to do some extensive cleanups of the terrain generation algorithms.  (Specifically of the “painting terrain” algorithms which are used on the back-end of the terrain object placement tools) My vague impression is that it seems to be slightly slower now than it was before, but I haven’t actually tested it.  It…