Where we’re at

Missed the three-week mark, too.  Part of this was that I had to fix yet another core rendering problem which was causing 3D geometry to draw incorrectly, particularly in widescreen views.  I also had yet another 3D picking bug to sort out, which took far too much time to crack (For the programmers out there,…

Progress on Lord

Well, I think that I may have finally cracked the last major problem with VectorStorm’s 3D support;  I had another pretty major bug in the rendering code, which was ending up having cameras render with the incorrect field of view (generally about 20-30% wider than it was supposed to be), which was completely throwing my…

Lessons learned from Lord

Of course, I can’t post a post-mortem until after I finish Lord, but I think I can safely say that VectorStorm wasn’t ready to have a 3D game made with it;  particularly not on a short schedule, like my GiaW games have! I was hoping to have Lord completed this weekend, but I’ve been running…

Stuff I can’t screenshot

I’ve been adding support for the OpenGL VBO extension to VectorStorm;  this allows 2D and 3D geometry data to be uploaded directly to the video card, so that it may be rendered rapidly without hogging memory bandwidth between the CPU and the GPU.  Which translated into non-technical terms means that VectorStorm can render far more…

“Lord, save us from that horrible land” screenshot for the day. Added automatic mipmaps to VectorStorm textures.  Major optimisations to map drawing.  Added tonal variation to map coloration. More engine bug fixes for the rendering of textured geometry.