VectorStorm live trunk, testbeds updated

Follow-up from the last post:  the live VectorStorm trunk has been updated.  The updated version is now available at the usual subversion repository on this server, and also from a git server on gitorious.  Links to both repositories are available from the “VectorStorm Test Games” link in the sidebar. For those who are more interested…

Updating trunk VectorStorm

So I’m updating the core VectorStorm library with all my latest updates from MMORPG Tycoon 2, including some of the optimisations mentioned in my last post. As part of that, I’ve finally fixed the renderer’s backwards-compatibility for rendering immediate-mode line segments, as is used extensively in the ‘StarShot’ testbed game (shown here).  It’s been a…

A bit more performance

Short post today.  After the latest round of profiling, I’ve tracked down a few more performance problems and squashed them. The screenshot is looking across a single MMO region, peppered with 1000 trees.  1000, because it’s a silly number of objects.  Trees, because they’re by far the most expensive model in the game right now. …

64 bits

So here’s something new. It’s been annoying me for ages that I couldn’t make a 64-bit version of MMORPG Tycoon 2.  Or any VectorStorm game, for that matter.  Well, that ends today. There was a surprising amount of work which went into making VectorStorm 64-bit compatible, but it’s all in place now, at last. Not…

I am a ninja

According to my colleagues at my new workplace, I am a ninja coder. This isn’t a term with which I was familiar, before.  And after doing a little research to find out exactly what it meant, I certainly would never have been so bold as to have applied that label to myself. But it’s incredibly…