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Exit: September, 2015 Archive

When it rains, it pours, and pours and pours

Saturday, September 19th, 2015 by Holy at

Exit: Computer Graphics

Every time I have to pen this blog post I wish I could think of another new way to announce that there’s a new SomEx release, hot off the presses. It’s a kind of hell in miniature. Nevertheless I guess, without further ado, there is — once again — a new release. This round there’s a lot to cover, and it’s all about graphics. So get comfortable, but be sure that you keep one eye on the graphics at all times!!

So kidding aside, it all started out innocently enough. I’d wanted to at last do something for the little-halos-underfoot shadows the non-player characters ride around on. Visibly they are fine, just the way they are, only I need Sword of Moonlight to be a rugged implement, and these spot shadows that stick out into thin air and slice into uneven terrain just aren’t cutting it. Of course if there were always ample, level, standing room, then this wouldn’t be a problem. That is, as long as you don’t look closely, you won’t notice them hovering a millimeter off the ground in the same airspace as the soles of their characters’ feet!

So, I thought I was owed a break and these spotty, little shadows look like as good a distraction as any. That was more than a month-and-a-litany-of-graphics-extensions ago. Not the least among them is the freak accident of history that you can read about in last month’s blog post. For reasons I decided it would be a good idea and side project to first reform Sword of Moonlight’s relationship with the “z-buffer” with a mind to make it act like a regular computer game, or at least make it more maintainable and more predictable — frame rate wise. It was an open-and-shut-case except for little niggling details that kept coming up all throughout this release.

Continued: When it rains, it pours, and pours and pours

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