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| Update 5/4/13 | |
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| Tweet Topic Started: May 4 2013, 03:15 PM (362 Views) | |
| Lucas | May 4 2013, 03:15 PM Post #1 |
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Chief Programmer
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Hello peoples ![]() Quite a lot has happened this week. Its amazing how much can be done when you dont have school ![]() First, I started with the shader system, giving it more functionality and real-time updating. I then moved on to improve the biome system, noise algorithms, and terrain system. The model file converter was tweaked to support animation better, the model system now supports both animated and static models, and so much more. The 3d cursor system was also re-implemented with a few bug fixes and organizational improvements. From there, the right-mouse-click pop-up menu was re-installed with the new graphics and the code for it was greatly improved. I then moved on to do a major code re-organization of the entire 3.5k lines of code. The World system was separated from the Terrain system, and the World system now more easily controls the Terrain, Vegetation, and Undergrowth systems. Then I jumped back over to the model class and revamped it. It uses a lot less memory now, makes calls to the hard drive less often, and has multiple bugs fixed. Then I added texturing support (finally!) to both the model file converter, the model class, and the rendering algorithms. I then moved on to one of the very first game content systems; the Brush (Undergrowth) system. Basically, shrubbery, bushes, ferns, grass, etc, will be controlled by this system. It was crude at first, only supporting procedural placement according to noise maps and limited model/shader access. However, before I could continue with the Brush system, I had to go back to some of the base systems and do some more work. I started with the Model class again, giving it support for duplications of static models while sharing the same VBO for increased performance. I also upgraded the World system, giving it a thread for updating the Terrain, Vegetation, and Brush systems separate from the main game loop, thus increasing performance even more. After some bug fixes, I moved back to the Brush system and upgraded it to support multiple vegetation models per VBO, and gave it support for procedural placement according to two maps: one for density and one for groupings. Then I did some more code clean-up and bug fixes, as well as making some more performance upgrades to the Brush system thanks to (finally) learning pointers. Then I added even more functionality to the Model system, allowing for scaling of multiple models (even duplications!), which in turn allowed the Brush system to have random scaling, adding more diversity. Then I added transparent shader support to the game, and upgraded the Brush system for much better shader support. Then I also added a rotation function to the Model system, allowing for the Brush system to have even more diversity. Basically, a whole bunch of stuff got done Over a thousand lines of new code, lots of new systems and functions, and quite a few bug fixes. Now for some pictures:View Pictures Welp, thats it for this week. I hope to, over the course of this next week, finish up the Brush system, begin on the Vegetation system, and work on water and sunlight. |
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View the progress of the game here! RockSplitStudios.com My Blog | |
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| Rozn | May 5 2013, 06:45 PM Post #2 |
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So that May 25th deadline is getting pushed back xD |
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| Lucas | May 7 2013, 08:29 AM Post #3 |
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Chief Programmer
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Yea lol. Probably gonna be more like July 25th. |
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View the progress of the game here! RockSplitStudios.com My Blog | |
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| Rozn | May 18 2013, 12:30 PM Post #4 |
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*clap* |
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Over a thousand lines of new code, lots of new systems and functions, and quite a few bug fixes. Now for some pictures:








8:17 PM Jul 10