Progress, but slow

So I’m currently working to untangle the terrible knot which is the subscriber/player systems from MMORPG Tycoon 1, to try to make the system work a bit more nicely in the new version.  Here are a few changes which have been made/are being made: Subscribers could now theoretically have more than one character in the…

My head hurts

I’ve been quite sick for most of the week, but am finally starting to feel well enough to write a little bit of code again.  Today, I’ve added a few improvements to the dynamic geometry generation code. First, I’ve fixed up some problems regarding the generation of normals on the geometry (which makes the lighting…

Procedural geometry

This isn’t nearly as pretty as the swept hook thing that I posted about a while back, but I’m far more proud of this one, because it was much harder to get right, and has far more potential for the future.  The swept shape that I’ve shown before was a single 2D shape swept through…

Block City

So I have most of the object placement systems in place now;  you can now place objects within the world (although there aren’t many objects yet available), and they’re stored in a useful manner.  The final missing piece is needing the game to throw away the renderable geometry for structures once the camera goes too…

Quick straw poll

In World of Warcraft and most other major MMORPGs, large cities are much larger than they ought to be, according to the scale of the world.  By this I mean that the inside of Ironforge is substantially larger than it appears from the outside, Stormwind is nearly as big as the whole region it’s ostensibly…