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…

A bit more performance

Short post today.  After the latest round of profiling, I’ve tracked down a few more performance problems and squashed them. The screenshot is looking across a single MMO region, peppered with 1000 trees.  1000, because it’s a silly number of objects.  Trees, because they’re by far the most expensive model in the game right now. …

64 bits

So here’s something new. It’s been annoying me for ages that I couldn’t make a 64-bit version of MMORPG Tycoon 2.  Or any VectorStorm game, for that matter.  Well, that ends today. There was a surprising amount of work which went into making VectorStorm 64-bit compatible, but it’s all in place now, at last. Not…

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…

Trees! (Again!)

  So these are slowly coming along, again. A few points to notice: These are my first procedurally generated models which have a texture applied.  I added texture coordinates to generated models ages back, for use with shader effects (ironically also being displayed on an early tree model).  But  this is the first time I’ve…