VectorStorm trunk updated

Latest engine stuff from MMORPG Tycoon 2 development has now been brought into the VectorStorm library development trunk, and the testbed games have been adjusted to work with those changes. I’ve also uploaded the first new binary builds of those testbeds for the first time in ages.  The last build was of version 164 —…

Today

So it’s been a day of maintenance.  I’ve been merging all the VectorStorm library changes back into the public library trunk.  I’m about halfway through;  I’ve got the Mac build working, I’ll get the Win32 build going tomorrow.  The screenshot here is the original 3D sample that you may remember from ages back. Notable changes:…

The score so far…

From a quick investigation of the current MMORPG Tycoon 2 codebase, I discovered: hilite : 189 instances hilight:  103 instances highlight (the correct spelling):  3 instances One of which was this:  “float m_hilightLength; // how long is my highlight?” And to think that I thought I was a stickler for spelling in my codebases!  Fixing…

VectorStorm engine improvements

I’ve spent a day working on VectorStorm engine improvements, today.  Those who aren’t interested in technical details should probably skip the rest of this post;  sorry, guys! Here’s the list of improvements: 2D Display lists now correctly calculate their bounding boxes, even if there are transforms applied within the display list.  (previously, transforms within a…

New this week:

Further UI improvements, working on improving general usability.  I’m trying to expand on the existing features, making them more powerful and easier to use.  This has required a fair amount of “under the hood” work.  Right now, the UI is using both the old and new systems, with the old systems taking priority (that is,…