Major rendering restructure

Today I spent the whole day doing just one thing:  a major restructuring of VectorStorm’s rendering architecture.  This is, without a doubt, the biggest change to how rendering works in VectorStorm since I first wrote it. What you’re looking at in this screenshot is a not-yet-activated starting point, being rendered as a glowing outline, behind…

Faster

Here’s something I’ve been trying to figure out for a while — how to make the procedural geometry render faster. The problem is that this geometry is made up of lots of hierarchical objects.  These rough tree models, for example, each contain about 40 or 50 individual objects;  one for every branch.  This means that…

Slow progress

So today I’ve made a few changes: vsMeshMaker no longer needs to specify the number of triangles in a model, before you start specifying those triangles.  Means that it’s really easy to just toss triangles in without thought, and have it come up with an optimised model at the end. vsMesh can now output vsFragments,…

More design musing

I’m sure other people doodle sensible things.  Me, I doodle GUI interfaces.  (And then obsess over whether the initial “click-drag” should start from a corner of the shape, or from the middle of the shape) Anyhow.  I’ve been thinking a lot more about how best to set up MMORPG Tycoon 2’s world building.  The more…