Better tree structure

Just a quick screenshot, since I’ve finally got some better tree shapes being generated. This isn’t going to be appropriate for the final trees — it’s way, way too slow to render (just look at the length of that green bar!  Though to be fair, there are 200 trees being rendered)  Here, each branch is…

Creepy Tree

Here’s a screenshot of the very first tree generated by my new tree generation code.  Clearly, there are a bunch of issues to solve. For one thing, many of the branches are being rendered inside-out.  For another, all the branches are being spawned on one side of the tree, even though I intended for them…

A technical post

Here’s a screenshot that won’t excite anybody but me. Can you spot the exciting thing?  It’s not the cylinders (which should hopefully be proper trees by the end of the day, but are as of yet still just cylinders waiting to be shaped) — it’s actually the little green horizontal line at the bottom left…

Very quick update

Just a quick note that the bare bones animation system I mentioned before is now working.  “Actors” are shared, so you only have one copy of each animated model in memory (although that detail is hidden from game code).  Each animated model can have any number of animations.  Each instance of each actor can have…

Multipart models

So I was hoping to get animations in and working today, but as it turns out, there was a dependency that I hadn’t thought about — to have animations work nicely, I really needed support for multi-part models.  That is, a single file which can contain a whole hierarchy of renderable objects, including their relative…