A whole lot of terrain going on

You can’t see the real new thing in this screenshot.  The new thing is that I’ve added a whole bunch of new math to VectorStorm, and have a “fly camera” hooked up so you can actually fly the camera around freely and look at the world from any angle.  Having a camera that you can…

So many terrains, so little time

This is probably way too glowy.  It’s still using the glowy vector shader that’s standard in VectorStorm games;  it works nicely to oversaturate the bright spots, but just looks blurry over in the darker areas.  It should be pretty trivial to modify the shader into a proper bloom which affects bright areas without affecting darker…

And while I’m on the subject

3D vector graphics with hidden surface removal is always awesome. Some edges aren’t drawn correctly here, owing to non-flat quads.  :( The terrain itself is just some basic Perlin noise.  When most folks do terrain generation, they start with complicated models of the way that geography work, pushing up mountains and filling in ponds, and…

Nothing to see here

More testing of drawing with 3D perspective in the VectorStorm engine. I’m going to need to do another Game in a Week game soon, using the new 3D rendering stuff more thoroughly, to iron out the kinks.