VectorStorm live trunk, testbeds updated

Follow-up from the last post:  the live VectorStorm trunk has been updated.  The updated version is now available at the usual subversion repository on this server, and also from a git server on gitorious.  Links to both repositories are available from the “VectorStorm Test Games” link in the sidebar. For those who are more interested…

Updating trunk VectorStorm

So I’m updating the core VectorStorm library with all my latest updates from MMORPG Tycoon 2, including some of the optimisations mentioned in my last post. As part of that, I’ve finally fixed the renderer’s backwards-compatibility for rendering immediate-mode line segments, as is used extensively in the ‘StarShot’ testbed game (shown here).  It’s been a…

Today’s dev

Today I set out to make trees be properly selectable.  Yesterday, it was very, very tricky to actually click on a tree;  they just seemed to mostly ignore the cursor, depending on which bit of the tree you clicked on. Found the problem;  as it turns out, there were some bugs in the code which…

Profiling is fun

Actually, that’s a dirty lie. Profiling is fun when it shows you something big that’s easy to fix.  Profiling is a lot less fun when everything is equally slow.  But luckily in my case, there was something big to fix.  :) I noticed the other day that editing roads in MMORPG Tycoon 2 had become…

Multithreading

Just a couple quick notes today, because I really ought to be sleeping instead of posting. Today, MMORPG Tycoon 2 has finally become a multithreaded game.  It’s not ubiquitous by any means, but it’s taken the first step;  the ground clutter is now being generated in a background thread.  The only bit of clutter-related code…