Category Archives: Live progress

Live progress #20 – Water

Last 2 evenings I’ve spent researching into water rendering tutorials, looking for a nice water effect shader. It is quite hard to find one. Most of the times the result is less than satisfactory and older OpenGL functions are used, … Continue reading

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Live progress #19 – tiles morphing, again

Last week was low on progress. What has been done: I have finally overhauled tiles morphing algorithm into something that is not hacky. The old method was relying on many assumptions about tiles and heights, that were not always true. … Continue reading

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Live progress #18 – icons, bows and tiles

Revisiting icons – tweaked some old ones and made some new ones:                 Wood ware icon got a deeper shade, new repair icon (might be used for Build menu instead?), and a Quarry icon … Continue reading

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Live progress #16 – with axe in hands

These weeks summer came to city, the weather is hot and distractions are plenty. Still there is some progress report (pics inside).

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Live progress #15 – or the lack of it

There are not many news since 07/05, there were long weekend holidays dedicated to WWII victory which I spent in Belarus, seeing locals. Besides, the weather is so nice, that concentrating on programming is really hard now 🙂 Anyway, what’s … Continue reading

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Live progress #14 – tile picking

With a help from Jery now we have a precise tile picking algo and a nice debug visualization of it, showing the bounding boxes underneath: We split terrain into quadtree of bounding boxes. When we need to pick a tile … Continue reading

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Live progress #13 – archers

Experimenting with adding new kinds of towers and projectiles required to make the projectiles to work in the first place. So here is the core of any distant attacks – the arrows, now in 3D: Colored circles below units are … Continue reading

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Live progress #12 – Stones, roads, cursors, AI

The funny thing about AI, is that once you let it loose it starts living on it’s own. So I was poking around, fixing various bits and pieces and added a second player to the Lake map.

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Live progress #11 – stonemining

Taking advantage of 3D and stone deposits being decals, now stone can be mined from any direction and from any terrain type underneath: P.S. Meanwhile School and Store got a little sketching progress.

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Live progress #10 – refactorings

Last week has been rather busy, so most of the time spent was in shorter session and aimed at refactoring. Redoing rendering approach. Now houses and units do not draw themselves, like they used to. That allowed to put all … Continue reading

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