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V2 Bloom

The VectorStorm version 2 project has reached a milestone today:  the “glow” shader has been reimplemented to work with it. In the original VectorStorm library, this “bloom” effect was implemented using about 200 lines of raw OpenGL code.  It was ugly code, it was difficult to follow, it was difficult to maintain. In the new…

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VectorStorm engine v2

So here’s some news. I’m going to be going full-time on VectorStorm and MMORPG Tycoon 2 in a few months. I expect that development will substantially speed up when that happens. As I’m preparing for that, I’m doing some much-needed housekeeping on my core VectorStorm game engine — the sort of “quality of life” improvements…

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Rendering glitches

This is what happens when you don’t correctly clear out a render target before using it — you get random texture data. The big X is part of a close button used in a not-yet-and-maybe-not-ever used GUI toolkit I wrote a few months back.  Much of the rest of the visible oddnesses are font pages…

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A real Linux box

It’s been a long time since I’ve had a proper, native Linux desktop machine.  I used to be a heavy Linux user up until about ten years ago, at which point my old Linux laptop was literally falling apart and I just couldn’t face doing another Linux laptop install, and so hopped over onto the…

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So, plans

I’ve been putting off writing this post for a little while, but I really need to stop procrastinating and actually write about what I’m working on. One of the first things I added to my current development build after milestone 3.1 was to put a “forest” terrain type into the game — you place down…