UI experiments, and other stuff

So today I’ve been trying a couple of different ideas.  First, I spent some time optimising the “painted terrain” calculations, and basically cut their cost in half.  The best bit about this optimisation was that it’s actually a pair of optimisations inside the VectorStorm library;  one is purely internal (and so will automatically benefit any…

Planning for milestone 1

I mentioned a few weeks ago that I’m working toward a MMORPG Tycoon 2 milestone. This is still relatively early development on the game, but I reckon that following milestones will keep me motivated. I’m calling the first milestone “Starting Area”. It will be playable, and will include a subset of the features for the…

Painting on the terrain

I’m kind of surprised at how quickly that went.  Just as an experiment, I’ve implemented “paint on terrain”, to see how it’d work. There’s no persistence at the moment — fly too far away from the terrain you’ve been editing and it’ll be lost, reverting to a flat grey grid.. but this shows roughly how…

An unexpected roadblock

So here’s what it looks like, having terrain-setting “buildings” approximately every 150 meters apart.  Note that in the visible grid here, each grid space is eight meters on a side (ignoring changes of altitude).  Just looking at it, there are far too many of them.  In this region, there are about 130 districts, and each…