Another productive week. The engine revamp is starting to get into that lovely stage where everything “clicks”, and things start to come together nicely and rapidly. The cursors system is in place. It really does...
Some good progress was made this week: The AI Mining system is ported, so settlers know how to collect picks and travel to mining destinations. The AI Guarding system is ported, letting settlers guard important...
I missed last week’s Sharing Saturday post due to the most bizarre event. I had to pop into work, and as I was unlocking the door a mostly-naked girl ran up asking for help. I...
I think this is the second time I’ve given a literal update from the trenches; we’re at the Roots’n’Blues festival, providing wi-fi to a big, dusty field (it’s usually muddy, but no rain this year!)....
This week, I turned 42 – and celebrated Life, the Universe and Everything. My lovely wife bought me a copy of Procedural Generation in Game Design (edited by Tanya X. Short and Tarn Adams). I...
Other than a brief fight with the flu, progress continues pretty well. The lighting system works once more. It’s moderately clever, in that lighting information is rendered to a 3D texture (very fast) rather than...
My wife and I took a vacation to the magnificent Rocky Mountains (which is why I didn’t update last week). This was extremely relaxing, and left me raring to code once more! Unfortunately, my trusty...
This has been a productive week, and I’m now between 80 and 90 percent done with the render engine (by feature). I’m looking forward to having it off my plate, and getting back to gameplay!...
The focus of the week has been getting the low-level stuff in order. So there’s a lot of small changes/rearranging on the core level: The thread pool determines it’s size based on the number of...
It’s been a reasonably productive week. Work continues apace at switching to modern OpenGL, and I’m taking the opportunity to minimize some pain-points while I’m at it. The fruits of this labor are being gradually...