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…

Indie Now

So in the end, it took me three weeks of vacation, rather than two, to get set to start on independent development.  So after those three weeks of rest, I’ve finally started full-time development on MMORPG Tycoon 2 this week.  For better or worse, this is now what I’m doing with my time until the…

Indie in May

So it’s finally happening.  I’m wrapping up the current day job this week, and then I’ll be starting full-time on MMORPG Tycoon 2 from the start of May;  progress should be a lot more rapid once I’m reliably spending 40+ hours per week on it, instead of needing to squeeze it into the odd hour…