{"id":1969,"date":"2011-04-18T23:23:57","date_gmt":"2011-04-18T12:23:57","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=1969"},"modified":"2011-04-18T23:24:49","modified_gmt":"2011-04-18T12:24:49","slug":"more-little-updates-2","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2011\/04\/18\/more-little-updates-2\/","title":{"rendered":"Yet more little updates"},"content":{"rendered":"
The Windows version of the new VectorStorm multithreading code is now in place and working, and in the live trunk. \u00a0(Has been for about week, now; \u00a0I apparently forgot to post about it!)<\/p>\n
I’ve also been playing a bit with\u00a0gDEBugger<\/a>, an OpenGL profiler\/analyser\/etc, which is now free (was previously quite expensive to license). \u00a0It’s nowhere near\u00a0PIX<\/a> in terms of power and insight, but it’s as close as we have under OpenGL at the moment. \u00a0And you can’t argue with the price. \u00a0And it works on all the major platforms, which is pretty awesome to see. \u00a0I’ve already made some sizeable rendering speed boosts for VectorStorm just on the basis of its insights into MMORPG Tycoon 2, and will have more in the near future. \u00a0Once I have these mostly sorted out, I’ll port them back into trunk as well.<\/p>\n This tool has also pointed out that lots of the techniques VectorStorm’s core rendering architecture use have been declared obsolete as of OpenGL 3.1. \u00a0Which surprised me, since I kind of designed VectorStorm for OpenGL 1.4 (which was the most that my ancient laptop could handle at the time); \u00a0I really didn’t think that the interfaces I was using would last all the way up to 3.1! \u00a0But it does suggest that someday I should be thinking about looking forward to the more modern revisions of OpenGL; \u00a0purging some of my old rendering architecture, and replacing it with more modern approaches. \u00a0That won’t be until after MT2, though, unless MT2 really calls for some modern rendering techniques. \u00a0(I’d really like to have some basic shadows. \u00a0But otherwise, I’m not too fussed over fancy rendering techniques for MT2).<\/p>\n","protected":false},"excerpt":{"rendered":" The Windows version of the new VectorStorm multithreading code is now in place and working, and in the live trunk. \u00a0(Has been for about week, now; \u00a0I apparently forgot to post about it!) I’ve also been playing a bit with\u00a0gDEBugger, an OpenGL profiler\/analyser\/etc, which is now free (was previously quite expensive to license). \u00a0It’s nowhere…<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"spay_email":""},"categories":[4,3],"tags":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/po9WK-vL","_links":{"self":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/posts\/1969"}],"collection":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/comments?post=1969"}],"version-history":[{"count":1,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/posts\/1969\/revisions"}],"predecessor-version":[{"id":3790,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/posts\/1969\/revisions\/3790"}],"wp:attachment":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/media?parent=1969"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/categories?post=1969"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/tags?post=1969"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}