Into the Rift

I’ve taken a little time off from working on MMORPG Tycoon 2 over the past few days, and have been playing with an Oculus Rift VR headset dev kit, adding native support for it to the VectorStorm engine. It’s not in the VectorStorm trunk yet, but I’ve put it into a special “rift” branch which…

Physics

A few years back, on New Year’s Eve, Stephen “Increpare” Lavelle challenged me to create a game before the new year.  I had about eight hours to put something together  (I’d finished coding in time for the deadline, but arranging the Win32 version and setting up a download page took me a few minutes into…

Minor cmake issue

As a quick warning to anyone who might be looking at the VectorStorm codebase, as of cmake version 2.8.10 (or thereabouts), the variables describing where to find SDL_mixer and SDL_image have changed from SDLMIXER_* and SDLIMAGE_* to SDL_MIXER_* and SDL_IMAGE_*, respectively.  Which caused me a good fifteen minutes of confusion before I was able to…

Stencils

A few minutes ago, I finally succeeded at getting stencil buffers to work in the VectorStorm engine.  (I’ll be pushing this, along with a few related changes, into the public repository later today) Ignoring the modified GUI which is visible here (which I’ll talk about more in a day or two), the important point to…

Vectorstorm goes zlib

Just as a quick note, I’ve finally gotten around to changing the license under which I offer the Vectorstorm engine code.  Previously, it was GPLv3.  Now it’s released under the terms of the zlib license, which is far more permissive.  Been meaning to do this for years, and only got around to it while I…