A boring screenshot

Originally, my plan for this weekend was to implement cascaded shadow maps for MMORPG Tycoon 2.  In practice, though, technology had other plans for me. Some background: VectorStorm’s graphic engine works based on a concept that I call display lists (OpenGL programmers, these are not the same thing as OpenGL’s display lists).  In VectorStorm, a…

A techy weekend

So I’ve spent much of the weekend working on adding to VectorStorm’s shader support.  Enough that I’ve managed to implement dynamic shadow maps in MMORPG Tycoon 2. This is all very early stuff, and I’m sure that I’m going to want to completely rework the mechanisms by which this works.  But I’m pretty pleased at…

Gitorious vs. Github vs VectorStorm

I have a small git repository for the new VectorStorm library.   It’s about 12 megabytes in total, including all history (and it’ll be even smaller, once I finish trimming and reset the history). I’ve just done timing tests from my laptop, here in Australia, sending this repository to freshly created bare repositories at my three…

Submitted for your approval

This is a screenshot of the first run of MMORPG Tycoon 2 running under Linux.  It’s built via a cmake setup — the same script which builds on Windows and Mac.  And it’s building from a VectorStorm library trunk that’s shared with the Testbeds samples. The big troubles all came from the fact that MacOS…

A non-update update

Very short update today. Windows side of the cmake build is mostly ready to go.  It actually is turning out to be a little tricky, just because of how difficult it is to guess just where different libraries might be installed on Windows.  In practice, this means a lot of hand-holding with cmake, when setting…