On Optimisations

There’s an old maxim amongst programmers, that premature optimisation is the root of all evil.  Or to put that in a less glib way, it’s generally a bad idea to perform optimisations before your program is completed, and it’s always a bad idea to perform optimisations if you have no way to check your performance…

Ripples

It’s amazing what a few tiny water ripples will do for a scene. Water effect heavily inspired by The Legend of Zelda: Wind Waker.  Their water effects aren’t quite appropriate for this game, but their approach to handling water totally got me thinking in the right direction, so kudos to them!  Also kudos to Alex…

Sky

Okay, I’ll confess;  I’ve been hesitating to start on procedural building construction, because it’s kind of a large, scary topic.  But I’ll start on it tomorrow, honest. Instead, today I worked on sky rendering.  In the previous screenshots I’ve shown, the MMORPG Tycoon sky was a flat gradient that was drawn behind the terrain;  that…

User Interface

Here’s something entertaining for you all;  possibly a bit of a blast from the (recent) past.  Today I brought most of the core structural code from MMORPG Tycoon 1.1 over into the new MMORPG Tycoon 2.0 codebase.  This includes buildings, roads, quests, subscribers, monsters, devs, their AI and logic (but not rendering), and, in this…