Lessons learned from Lord

Of course, I can’t post a post-mortem until after I finish Lord, but I think I can safely say that VectorStorm wasn’t ready to have a 3D game made with it;  particularly not on a short schedule, like my GiaW games have! I was hoping to have Lord completed this weekend, but I’ve been running…

Stuff I can’t screenshot

I’ve been adding support for the OpenGL VBO extension to VectorStorm;  this allows 2D and 3D geometry data to be uploaded directly to the video card, so that it may be rendered rapidly without hogging memory bandwidth between the CPU and the GPU.  Which translated into non-technical terms means that VectorStorm can render far more…

“Lord, save us from that horrible land” screenshot for the day. Added automatic mipmaps to VectorStorm textures.  Major optimisations to map drawing.  Added tonal variation to map coloration. More engine bug fixes for the rendering of textured geometry.

Well, not quite a week

So I’ve actually slipped a day on this GiaW.  Not going to say too much in this update;  want to get back to work on it.  However, it now seems pretty obvious to me that I rushed into this GiaW sooner than I should have;  the 3D features of VectorStorm just weren’t quite solid enough…