L.A. Noire is Babylon 5

In between work, home projects, and other things, I’ve also been spending some time playing L.A. Noire, and trying to fit it into my worldview of the current state of the video game industry.  The following is going to be completely spoiler-free, so do feel free to read it whether or not you’ve played or…

Little bugs

Spent much of my spare time today debugging the system which handles optimised OpenGL state changes, and porting that back into the VectorStorm trunk.  (It was tricky to get to work properly, since half of the Testbed games don’t use the material system;  took me ages to work out why things weren’t drawing properly!) I…

Optimisations

So here’s a fun one for you all.  I mentioned that I had achieved some speed boosts for rendering based upon insights from gDEBugger.  On the basis of that, I’ve been setting up some more intelligent rendering code which doesn’t tell OpenGL to do something that it was already doing. In brief, what was happening…

Yet more little updates

The Windows version of the new VectorStorm multithreading code is now in place and working, and in the live trunk.  (Has been for about week, now;  I apparently forgot to post about it!) I’ve also been playing a bit with gDEBugger, an OpenGL profiler/analyser/etc, which is now free (was previously quite expensive to license).  It’s nowhere…

More little updates

A bunch of little technical updates today. First, I’ve updated the VectorStorm engine so that it’ll compile successfully against iOS SDK v4.3.  I’ve also got both the standard VectorStorm Testbeds and MMORPG Tycoon 2 compiling under the newly released XCode 4.  My opinion of XCode 4 is complicated;  I can understand the general outcry from…