OpenGL 2.1 and 3.2

Today was a bit of a topsy-turvy day. For the last week, I’ve been working to update VectorStorm to render using OpenGL 3.2, where previously it used 2.1.  The rendering tech build that I had been planning to put up tomorrow was intended to prove out OpenGL 3.2 rendering;  make sure that it worked acceptably…

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…

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…

Today’s progress

Over the past few hours, I’ve gotten my Windows builds working under the new SDL2 libraries, which is fantastic news — that’s one big task off my list, and makes me very comfortable about moving everything over to SDL2 for future releases. There are also a bunch of little technical fixes under the hood: VectorStorm’s…