Them all

A little earlier than expected, but here’s that screenshot that I promised last night. This was a freshly generated world, complete with forests.  From this vantage point, we could see about 2,000 trees.  That seemed a little low to me, so I activated one of the regions over on the right edge of the map,…

RenderTech builds

Hi, everyone! As I mentioned over the last few days, I’ve set up some builds testing recent rendering technology for MMORPG Tycoon 2 and the VectorStorm engine.  Download links are below. EDIT: Build #4 is up;  less z-fighting, cursor is back.  Hopefully the last revision! OSX Build (requires 10.8 or later) Windows Build No Linux…

OpenGL 2.1 and 3.2

Today was a bit of a topsy-turvy day. For the last week, I’ve been working to update VectorStorm to render using OpenGL 3.2, where previously it used 2.1.  The rendering tech build that I had been planning to put up tomorrow was intended to prove out OpenGL 3.2 rendering;  make sure that it worked acceptably…

Follow-up on lines

Since I didn’t quite provide a final image last time, here’s a close-up of what the cursor looks like now that the line triangulation code really understands that the cursor’s outline is actually a loop (and now that I’ve re-enabled the bloom shader for that line). Current plan is to have a rendering tech build…

Lines

For me first week of full-time work on MMORPG Tycoon 2, I’ve been upgrading the VectorStorm engine to render using an OpenGL 3 core profile.  This gives a number of benefits;  most notably a vast simplification to managing the capabilities of different drivers.  Previously, we supported two different rendering paths (OpenGL 1.2 or 2.1), and…