{"id":2469,"date":"2012-04-15T21:44:45","date_gmt":"2012-04-15T11:44:45","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=2469"},"modified":"2012-04-15T21:44:45","modified_gmt":"2012-04-15T11:44:45","slug":"a-techy-weekend","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2012\/04\/15\/a-techy-weekend\/","title":{"rendered":"A techy weekend"},"content":{"rendered":"

\"\"<\/a>So I’ve spent much of the weekend working on adding to VectorStorm’s shader support.\u00a0 Enough that I’ve managed to implement dynamic shadow maps in MMORPG Tycoon 2.<\/p>\n

This is all very early stuff, and I’m sure that I’m going to want to completely rework the mechanisms by which this works.\u00a0 But I’m pretty pleased at having things which are recognisably shadows in the game!\u00a0 (And interacting nicely with the grass effect, etc!)<\/p>\n

This isn’t ready for prime time yet.\u00a0 It’s still very, very glitchy, and is far too computationally expensive for what it is right now (because I’m rendering into a 2048×2048 shadow texture).\u00a0 And I’m not even certain that I really want shadows for the visual style of the game.\u00a0 But it’s nice to finally have VectorStorm supporting them!<\/p>\n

Also, MMORPG Tycoon 2 is now using my de-facto VectorStorm library development trunk, which is over at Github<\/a>.\u00a0 Which means that if you want to see the changes under the hood, they’re all publicly visible right now;\u00a0 no need to wait for me to port them back from the MT2 codebase to the VectorStorm trunk.\u00a0 (Note that there are no testbeds or samples demonstrating anything using this;\u00a0 it’s just source code for the rendering architecture, and therefore probably not of much interest to anyone)<\/p>\n

Notable new stuff includes:<\/p>\n