Six steps forward, six steps backward

It’s always disappointing to do a lot of work, only to have to undo it again. I’ve spent the past few hours working on modifying MMORPG Tycoon 2 to keep just one copy of each building model in memory.  At the moment, each respawn point that you place (for example) stores its own copy of…

Writing your name in the sand

Okay, this was probably a little silly, but..  as a further test of the placement-driven terrain painting, I hooked up roads to create sand around them.  Showed up a number of bugs, including some in my bounding boxes (vsBox2D and vsBox3D, for those keeping track at home), and in my octree code (vsOctree).  Think I…

The return of region boundaries

So today I managed to do some extensive cleanups of the terrain generation algorithms.  (Specifically of the “painting terrain” algorithms which are used on the back-end of the terrain object placement tools) My vague impression is that it seems to be slightly slower now than it was before, but I haven’t actually tested it.  It…

Math fail

Mere seconds after tweeting about how nice it is to simplify huge swathes of ugly code into a single small, nicely abstracted piece of easily-maintainable code, I discovered that the small, nicely abstracted piece of easily-maintainable code didn’t, in fact, work properly. It’s a simple fix to make it work properly.  But it’s also an…

Latest stuff

Lots of behind-the-scenes work.  I’ve got terrain properly generating and regenerating as you move around the world, now.  I’ve also switched back from the “painting the terrain” system seen in videos before, to a system based upon placements.. with the placements then automatically performing the same terrain painting from those videos.  This approach fits in…