Still alive

I’m back! Not that I’d actually been away or anything.  I just haven’t been spending much time posting here, since there wasn’t a lot to say. Oh sure, there are lots of new and changed things.  I’ve fixed up a bunch of bugs in the procedural geometry generation and in collision detection (you can now…

Quest visualisation

Quests can be difficult to see, with a 3D view.  Here, I’m experimenting with setting up quests using variants of buildings and roads.  In the foreground, you can see the quest giver.  The big black bridges would eventually be arrows, and point the way to the quest destination.  In this case, we’re looking at the…

Piracy and the future

There have always been cheap knock-offs.  Even your grandparents could buy imitation Rolex watches, or smell-alikes of expensive perfumes, or etc. for substantially less than the originals.  This was never a serious problem, as the cheap knock-offs were always that;  cheap.  Cheaply made, cheaply sold, and generally fragile or otherwise not-as-good as the originals.  This…

Quest Givers

Not much development time tonight.  But I did set it up so that you can buy and place quest givers.  And I told the procedural model building code how to make a big yellow exclamation point above the quest giver. Also today, I noticed that I was frequently getting crashes after placing a few buildings…

Today’s stuff

So today I’ve done a bunch of things.  First, I’ve made the regions slightly smaller.  This has had a lot of positive effects.  Previously they averaged about 1km by 1km;  now they’re about 700m by 700m;  small enough that you can comfortably stand in the middle and see all the way to the region boundaries…