The first bridge

So I decided to use my existing “road” functionality to handle terrain placements;  in the same way that you can place roads to link together buildings, you’ll be able to place “terrain strokes” (todo:  find a name for these that doesn’t suck) to adjust the terrain in various areas. This had some advantages and disadvantages.…

Bits and pieces

It’s kind of neat, when you realise that your systems are generic enough that you don’t actually have to write much code to get interesting effects. Previously, the “selected building” effect I was using was just to draw a simple wireframe box around it.  But there were bugs which caused the box not to z-buffer…

More updates

I’ve been poking around a bit more with terrain/building authoring, most recently with an MMORPG Tycoon 1.1-style overhead view map, which you can zoom in and out. Those who’ve been around for a while will remember that this was the original idea for how 2.0 would work;  you’d have a 1.1-style vector graphic map, but…

Minor addition to the site

Just thought I’d mention;  I did the legwork today to get threaded comments working on blog posts here.  It’s not the prettiest styling ever, but it basically works!  And this revamp to the comment system means that gravatars are enabled, for those who use that system. I’ve currently got threads capped at four replies deep,…

Before and After

Got annoyed today, and finally went searching to find the cause of the weird lighting glitch on these gazebo objects.  You’ve seen this problem right from the beginning when these things were simple square-shapes, where part of the roof of one of these objects would have a weird hard edge, as you can see in…