Math fail

Mere seconds after tweeting about how nice it is to simplify huge swathes of ugly code into a single small, nicely abstracted piece of easily-maintainable code, I discovered that the small, nicely abstracted piece of easily-maintainable code didn’t, in fact, work properly. It’s a simple fix to make it work properly.  But it’s also an…

The most boring screenshot ever

I’m amazingly thrilled to have gotten this working, but unfortunately it’s a very boring screenshot.  If you consult the past few screenshots and videos, you may notice some very visible seams between squares of terrain (though I mostly tried to avoid showing them, when I could).  These were caused by mismatched vertex normals between the…

Re-generating terrain

Because I know you’re all curious, here’s what happens if you build a couple hills, place buildings on them, connect them with roads, and then fly far enough away that the terrain gets regenerated upon your return. Floating buildings and roads! Am currently working to fix this, and get the modified terrain back when it’s…

Today

Small bugfixes today, mostly.  Biggest one was finally fixing a bug which was resulting in monsters, devs, and characters seemingly randomly not being drawn, depending on which direction the camera was facing. Turns out that I’d inserted them into the octree incorrectly, and it was treating all of them as though they were sitting at…

UI experiments, and other stuff

So today I’ve been trying a couple of different ideas.  First, I spent some time optimising the “painted terrain” calculations, and basically cut their cost in half.  The best bit about this optimisation was that it’s actually a pair of optimisations inside the VectorStorm library;  one is purely internal (and so will automatically benefit any…