Forest — not really

I seem to be getting very little done, the last few days.  However, here’s a quick first pass at getting some simple models in as stand-ins for trees.  Of course, these don’t actually look anything at all like trees;  I’m discovering the limitations of my current procedurally generated model tools.  To turn these things into…

Today

Today I converted all Region-placed objects in MMORPG Tycoon 2 to render via the region’s octree.  This includes buildings, roads, monsters, player characters, and AI developers.  This basically means that any objects which aren’t at least vaguely in front of the camera won’t use up time being drawn by the graphics card. The player himself,…

Dividing space

Continuing in my tradition of working on things which can’t have screenshots taken of them… I’ve recently begun a short-term goal of putting a forest of thousands of trees into MMORPG Tycoon 2.  This task has two obvious sub-tasks, and a few non-obvious sub-tasks. The obvious sub-tasks are (1) create a tree model — preferably…

Latest developments

I’ve apologised before about the recent lack of screenshots, and I’m afraid that I’m going to have to do it again.  All I can say is that I’ve been pulling together the secret third game mode, which requires learning to code a bunch of new things which I’ve never done before.  And every day, this…

More and Less

In an effort to make the early game of MMORPG Tycoon 2 easier, I’ve recently been modifying a few of the older design elements.  For example, in versions 1 and 1.1, the player had five character classes and ten monster types which he could specify and balance.  In 2.0, since these now have far deeper…