I know I said I wasn’t going to do this, but…

…I spent some time today fixing the vsMeshMaker bug which was causing procedural geometry to sometimes have weird “creases” which caused sharp changes in lighting across a smooth surface.  The cursor is here pointing to a spot where the old code used to put a sharp crease (for comparison, a screenshot of the old, broken…

City Planning

So the last few days, I’ve been working on figuring out an approach to procedurally build outdoor cities;  places like WoW’s Stormwind. I’ve been discovering that the currently documented city-generation methods, while they work reasonably well for simulating modern and real-world cities, don’t work well at all for MMORPG-style “fake cities”.  The cities one finds…

What I’ve been up to

Seems like I spend an awful lot of my time apologising for not posting more often.  Sorry about that!  ;) I’ve been spending a lot of time on the new user interface code — it’s now tightly integrated with the new save game code that I talked about a few months ago;  the same way…

The fun of input devices

So I’ve been looking around at various input devices again, and pondering about how VectorStorm might support them.  Tablets and styluses and light guns are, of course, easy, as from software’s point of view, they’re basically just mice which have cursors which ought to vanish when their buttons aren’t being held down..  the VectorStorm engine…

And one more

That last screenshot, while delivering more colour as promised, didn’t really show anything that people hadn’t already seen many times before.  So to make amends, I’m adding one more screenshot tonight.  I’m now partway through adding region-terrain-styling support.  In this image, we’re peeking over the region boundary between a green, grassy region, into a more…