Author Archives: Krom

Profits from rewriting terrain render

There are a couple of positive effects of rewriting terrain render, among which much better scalability. Previously one terrain chunk (8×8 tiles) was limited to having just 4 textures. Now they are automatically split into buckets with 4 textures each. … Continue reading

Posted in Live progress, Sidenotes | 5 Comments

Thoughts on terrain

Once again I’m thinking about reworking terrain render. Introduction of terrain textures rendered old terrain render approach useless. Let’s recap how it works. Till now everything gets assembles from tiles. Each tile having from 2 to 20+ polygons to show … Continue reading

Posted in How things work, Ideas | 3 Comments

Knights Province Alpha 6 gameplay on YouTube

From time to time I search for Knights Province on Google or YouTube, to see if there’s anything new about it that I don’t know. Today I have spotted another Knights Province video on YouTube (almost 1 month old). It … Continue reading

Posted in Video | 2 Comments

Performance charts

Rigged those fancy-looking performance charts today. Each section is part of the total frame render time. As you can see, example frame gets rendered under 20ms (equals to ~50fps). Most of the time is spent in rendering of terrain and … Continue reading

Posted in Sidenotes, Tools | 9 Comments

More sounds

Was working on more sounds today and made this Sawmill video: There are 8 separate saw sounds that get uniquely combined each time.

Posted in Live progress, Video | 2 Comments

Sounds

I have a perfectionist bit in me that always tends to halt whatever is being made in favor of “making it perfect”. All in all “making it perfect” is a great idea, but it very often means that nothing is … Continue reading

Posted in Live progress | 7 Comments

More dirt and grass and sand

Posted in Sidenotes | 2 Comments

Parallelization

With more content in the game (units, houses, terrain textures) the game loading got noticeably slower. Being able to launch the game and check the changes as quickly as possible is critical for early development. It disrupts the workflow a … Continue reading

Posted in How things work | 2 Comments

Grass is coming

First look at terrain textures in game:

Posted in Sidenotes | 7 Comments

Terrain textures

Past two weeks I have been experimenting with terrain textures for Alpha 7. I have a special tool to preview just one terrain tile – it makes experimenting and tweaking much simpler and faster. For example I have taken 4 … Continue reading

Posted in How things work, Live progress | 2 Comments