Optimisations

So here’s a fun one for you all.  I mentioned that I had achieved some speed boosts for rendering based upon insights from gDEBugger.  On the basis of that, I’ve been setting up some more intelligent rendering code which doesn’t tell OpenGL to do something that it was already doing. In brief, what was happening…

Yet more little updates

The Windows version of the new VectorStorm multithreading code is now in place and working, and in the live trunk.  (Has been for about week, now;  I apparently forgot to post about it!) I’ve also been playing a bit with gDEBugger, an OpenGL profiler/analyser/etc, which is now free (was previously quite expensive to license).  It’s nowhere…

More little updates

A bunch of little technical updates today. First, I’ve updated the VectorStorm engine so that it’ll compile successfully against iOS SDK v4.3.  I’ve also got both the standard VectorStorm Testbeds and MMORPG Tycoon 2 compiling under the newly released XCode 4.  My opinion of XCode 4 is complicated;  I can understand the general outcry from…

VectorStorm library update

For the first time since getting my new job, I’ve finally sat down and written a little code on my home projects.  It’s not too much, but it felt pretty good to write it. I’ve fixed the VectorStorm engine bug which was causing problems with the middle mouse button and right mouse buttons (often swapping…

What I don’t want MMORPG Tycoon 2 to look like

Maybe it’s just me.  But I’m completely paranoid about MMORPG Tycoon 2 ending up looking something like this;  an endless expanse of identical trees, sprouting from all sorts of improbable places, in the middle of a simple height map that manages to look matte and unlit, despite the presence of a directional light. I’m not…