Carving geometry

Today I spent some time investigating what it would take to carve new road geometry into the ground, instead of using my current ground-deformation system.  The screen to the left shows approximately what that looks like. In this screenshot, I’m only carving the road out of the terrain, I’m not actually drawing the road —…

Tracking toward MS4

According to my issue tracker, I’m currently 78% of the way to the Milestone 4 build (which is about the mechanics of creating roads and towns).  That’s close to ready, but almost certainly not close enough to complete it by the end of this week.  More likely, I’ll finish it up sometime next week.  When…

The finest roads

On my way to the MS4 (“Towns”) milestone, I’ve been working on revamping the user interface for creating roads and paths.  Since I’m a big fan of posting screenshots of bugs, here’s a screenshot of the output from the first version of the new road code. It’s supposed to just be a straight dirt road…

Quality of Life, Quality of Terrain

One of the big annoyances about working on MMORPG Tycoon 2 is the huge world which gets generated at the start of each new game.  The release builds that I put up for people to test are fully optimised by the compiler, and when the game is started, the terrain typically gets built in a…

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…