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Category Archives: How things work
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
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 lot when … Continue reading
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
Alpha 5 has a bug that is responsible for almost half of its crashreports: For reasons, Windows does not allow to change windows pixel format more than once (something about it being more complicated than destroy and recreate the window). These … Continue reading
Okay, shadows! Those funny dark patches behind objects that sun seems to create 🙂 Unlike real world, where sun adds lit areas on surfaces (yep, shadows are places where sun did not create illumination), in virtual world it is the … Continue reading
Reimplementing the algorithm with critical thinking over every procedure seems to be working well. Agents already avoid and push each other out of the way. And the best part – I know why they do so now. A little sneak … Continue reading
Sunday is a great day – here’s another video showing off stone deposits placement and mining: As always – comments and critics are welcome!
This is the first Knights Province video and it is about one neat Map Editor feature called Map Resize.
Recast Navigation is working better and better. It’s still far from being a replacement to our old and trustworthy Tiled, but major porting and rigging problems seem to be resolved now. What remains are inherent RN issues, one of which are … Continue reading
Pathfinding and unit interaction (PUI) is a subsystem in the game responsible for most of the unit movements and interactions.