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Software development, games, and all that jazz
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<p>As you may have guessed from my last post, I've implemented the bits of code responsible for calculating the slope on each square, and for preventing buildings being built on terrain that's too slopey. This is great, since my todo list is now one item shorter, and it feels a little more like a game.</p> <p>Unfortunately it was very hard to tell what was a slope since I hadn't implemented lighting properly (all the normals were the Y axis... yes, I'm lazy), so I figured it was time to figure out how to do that. I've written some more ugly looking code to work out what the normals should be (not entirely easy), and it looks quite good so I guess I wrote it correctly. It looks a lot darker and gloomier than the happy, cheerful screenshots of last year, but that'll be sorted after a few tweaks and gratuitous over-the-top bloom effects.</p> <p><a href="http://www.flickr.com/photos/38367409@N02/3537978103/" title="2007-01-02 by b.hymers, on Flickr"><img src="http://farm3.static.flickr.com/2356/3537978103_1f2824f1c1.jpg" width="500" height="375" alt="2007-01-02" /></a></p> <p>The shadows I thought I'd throw in at the same time look a bit crap though... Basically, using OGRE there are two classes of shadows, and using the nice looking ones eat up memory like a fat hungry memory-eating... guy. I'm sure there are some things I can twiddle (I've done no optimisation yet), but for now I'm sticking with the crap looking ones, since I'm only doing this for the necessary graphical cues to users.</p> <p><a href="http://www.flickr.com/photos/38367409@N02/3538788514/" title="2007-01-02b by b.hymers, on Flickr"><img src="http://farm4.static.flickr.com/3638/3538788514_297b5b7441.jpg" width="500" height="375" alt="2007-01-02b" /></a></p> <p>Tomorrow I'll get started on the physics. I've got some ideas as to how to do it, I'll have to wait and see how those turn out!</p>
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cities-in-the-sky
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