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Married & Still working on mac! :) |
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Written by Stefan Hendriks
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Sunday, 05 August 2007 |
First things first. Since 26/07/07 i'm married. So , you can imagine i haven't been coding that much.
I did commit all my changes , and i was hoping it would still work on my mac. And , you know what, without any changes it did.
So there you have it.
Also there is some progress on the OpenGL side. If all turns out good, it would be possible to have a significant performance boost using that. Until things are certain on that side, i will keep on programming the engine further. The nice thing is, OpenGl support is 'just another driver implementation' for the SH engine. |
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Written by Stefan Hendriks
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Wednesday, 11 July 2007 |
I mentioned that terrain types are being built. And now they are in!
Imagine this, you have a bitmap with a grid of tiles. Like, when you download the Dune 2000 editor (Shai-Hulud 2000) , it has tilesets. These tilesets are big bmp files with 32x32 tiles in one big grid.
Now, lets say we create our own grid of tiles per terrain type. Rock, for example. In Dune 2000 you have varieties of rock graphics. So it won't look like one grid in the game (though it is).
In the engine this problem is now solved (and yes, there is a screenshot in the gallery). Want to know how? Read further... |
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Last Updated ( Wednesday, 11 July 2007 )
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Written by Stefan Hendriks
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Monday, 09 July 2007 |
Ah, time management is so important. Not only in real-life but even more important in games. The problems is everybody has a different computer, different video-cards, cpu's, memory, operating systems even.
So, you need to figure out some constant time, ticks, to rely on.
Luckily this problem has been tackled before, so let me briefly explain how this is done...
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Last Updated ( Tuesday, 10 July 2007 )
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