Extruded mountains

From the “interesting bug” file.. This is the very corner of a land-only map.  For some reason, the mountains there have been extruded into a flat sheet above the ground.  Yes, the ground is being drawn underneath it (and if we’re further down near the ground, it actually casts shadows on the ground). Theory:  this…

A small update

So I’ve basically finished the big work on implementing and supporting items. Now I’m looking into general editing interfaces.  First thing on the list:  a traditional “Tycoon game” view of the world.  Here’s a shot: This is a static, forced down-angle view, but the user can rotate the view.  The user uses WASD to move…

Dragging items

I mentioned before that I’ve now converted almost all buttons into “items”, and that this is moving toward supporting an inventory for the player and for in-game characters. I now have the second step in place;  successfully dragging buttons around from one “item slot” to another.  Item slots may be of different sizes (if desired); …

Let’s talk about shadows

There are a lot of different ways to create shadows in video games. When I entered the game industry fifteen years ago, there were two standard ways to draw shadows:  blob shadows and stencil shadows.  (There was a third option as well:  light maps, as popularised by Quake 2.  But I’m not going to cover…

A couple of shadow shots

Shadows, now working on both ATI and NVidia chipsets. Have not yet tested on a device using Intel integrated graphics. Not sure how well these shadows will work in that situation.  But I’ll definitely want to release MS-2 soon, to hear about performance on more machines.  Hopefully in the next few weeks!