3D Cursor

So I’ve got the difficult bit of my 3D cursor model working.  It works more or less as you’d expect;  it finds the spot that your (hidden) mouse cursor is hovering over, and zips off into the distance to point at that spot.  The current cursor behaviour is very much like that from the 1.1…

Tinkering Under the Hood

Apologies; the following post is kind of technical.  Those who are uninterested in this sort of fiddly technical stuff can safely ignore this post;  it contains nothing at all relevant to game design.  :) A bunch of work under the hood of the VectorStorm engine, the past few days.  It’s mostly invisible from game code,…

4 Square Kilometers of Terrain

So I’m a little baffled.  With one very minor adjustment, suddenly my terrain rendering is flying at fantastic speeds.  Here is a shot of the terrain.  What you’re looking at here is approximately two square kilometers of land (the other two alluded to in the title are behind the camera).  For those who play World…

Procedural generation of data

So as mentioned elsewhere, I’ve begun working on an update to MMORPG Tycoon. MMORPG Tycoon was always about three things for me.  One was a game concept I had been tossing around for ages, called “Bunnies Can’t Die”.. up until Rayman: Raving Rabids came out and killed that title stone dead.  I’ll talk more about…

Lighting in VectorStorm

I promise;  last post about lighting support! Here we have fully working lighting support.  We have a shiny sphere, and a more matte (though still lit) cube.  The bright white spots represent lights in the scene.. though in this screenshot, they’re not colored the same as the light they’re emitting.  They’re just for debugging that…