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- Kirsof on Knights Province Alpha 13 release with Multiplayer!
- The_Crow_ on Knights Province Alpha 13 release with Multiplayer!
- Krom on Closed testing for multiplayer starts now
- from steven -Gameplay Ideas Inspired by Knights and Merchants on About
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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
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
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