Today

A couple of things to talk about today.  First, I’ve finally put in some frustum culling functionality.  Basically, this is some maths to try to determine what objects are vaguely in front of the camera, so that we don’t spend GPU time drawing things that turn out to be behind the camera.   With four…

Water

Yup, still here. I’ve added support for water to the terrain rendering.. but there are some low-level rendering issues to be sorted out, because the water isn’t being z-sorted properly yet.  Although it looks fine in this particular cherry-picked screenshot. I’ve also been doing a whole bunch of work on Secret Feature Alpha, which I’m…

Cursor, Terrain

Well, it’s been a couple of days, I thought that I should post a new screenshot.  There’s a bunch of new cool stuff here, but it’s kind of subtle. I’m much happier with the 3D cursor now (although it still needs a little more work, and I’d really like to cast a shadow from it…

Moving on

So I’ve finished up with terrain for the moment;  I’m pretty happy with the system and the general look that I have now.  I found some pretty major optimisations today, which means that I’m now able to render the terrain with the ground clutter in less time than it took yesterday to draw just the…

Even yet more terrain

On a whim, I’ve tried a new look for the terrain I’m drawing.  This is substantially more expensive to draw, but it’s kind of cool-looking, I think.  If I decide to go in this visual direction, I’ll need to find a faster way to get a similar effect. (Actually, this is hugely more expensive to…