At FreePlay next weekend

For anybody in or near the Melbourne area, just a quick side-note that I’ll be speaking at FreePlay next weekend, discussing my favourite subject:  how code can affect player perceptions of a game.  There’ll be some re-covering of stuff from VGKnowHow, and a lot of new stuff as well.  My session goes from 14:45 –…

Bored of clutter yet?

Feels like I’ve been working on clutter for ages and ages.  And from a certain point of view, I guess I have.  These clutter systems are kind of a simpler version of most of the rendering parts of MMORPG Tycoon 2;  creating and destroying renderable geometry when it’s needed, so we don’t have a ridiculous…

Multithreading

Just a couple quick notes today, because I really ought to be sleeping instead of posting. Today, MMORPG Tycoon 2 has finally become a multithreaded game.  It’s not ubiquitous by any means, but it’s taken the first step;  the ground clutter is now being generated in a background thread.  The only bit of clutter-related code…

More on clutter and suchlike

I’m not certain whether today’s shot is noticeably different than yesterday’s.  But regardless, I’ve made some pretty massive changes under the hood (with some more still to come). The big exciting new thing from my point of view is that I’ve flipped the switch, and made the generated ground clutter be generated in tiles, the…

On the pleasures of memory management

Error:  Allocation from MMO_GroundClutter.cpp line 42 was allocated using new [] but was freed using delete;  should have been delete []! I can’t say how proud I was to have had my memory management system be smart enough to print out such a cogent and useful error message.  I’m less certain about how bright an idea…