Category Archives: How things work

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 lot when … 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

Changing AA lead to a crash

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

Posted in How things work | 10 Comments

Okay, shadows!

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

Posted in How things work | 11 Comments

New Caster Navigation looks promising

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

Posted in How things work, Sidenotes | 1 Comment

Another video showing off stone deposits placement and mining

Sunday is a great day – here’s another video showing off stone deposits placement and mining: As always – comments and critics are welcome!

Posted in How things work, Video | 9 Comments

Trying out video recording

This is the first Knights Province video and it is about one neat Map Editor feature called Map Resize.

Posted in How things work, Video | 2 Comments

Tweaking Recast Navigation

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

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Pathfinding and unit interaction

Pathfinding and unit interaction (PUI) is a subsystem in the game responsible for most of the unit movements and interactions.

Posted in How things work, Live progress | Leave a comment

School sketch

Last few weeks I’ve been busy contracting freelancers to make us some more sketches. So let’s see how house design process goes on example of School.

Posted in Artwork, How things work | 11 Comments