Orden Drakona

Profile
Krasnodar Russia

This blog will document our (my)  long and arduous journey to develop the ultimate SciFi MMO.  Hopefully I can get some help along the way......< pause for people to laugh at me >

32 comments
6 followers
8 entries
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Gnollrunner
August 28, 2021
Shading (Finally!)

Time for another update.  We finally started working on shading but before we get into that I want to talk about some of the other (more extensive) work we've done.  

The Heap:

Let's start with the heap.  This heap in this code is not simply “the heap”.  It implements smart pointe…

8,846 views
Gnollrunner
April 13, 2021
Down near the surface

This will be just a quick video update.  I basically debugged most of the stuff I talked about in my last entry and this is the result.   The speed is actually still surprisingly good.  I think the proxy/client heap is really doing its job. Hopefully I'll get some shading in soon now…

4,901 views
Gnollrunner
October 18, 2020
Well .... Back to work

It's been a while since I've posted anything here.  Over the last year I've been dealing with some health issues.  Hopefully I'm over them. In any case I  don't have anything new to show…..but …. I haven't been completely idle.  I've actually done quite a bit of internal updates…

4,108 views
Gnollrunner
June 10, 2019
Here comes the sun!

It’s been a while since my last update. Part of the reason was because I was sitting in a Russian hospital for two months. But I’ll leave that story for another time…… However I did manage to make quite a bit of progress.  I had some adventures in threading….. I had to rewrite my thread code lik…

6,060 views
Gnollrunner
November 16, 2018
Planet generation in real time.....

Well we're back with a new entry.  As usual we have made a lot of bug fixes. The primary new feature though is the separation of graphics, and planet generation in different threads. Here's the somewhat familiar code that was modified from our first entry....

void CDLClient::InitTest2()
{
   t…
6,810 views
Gnollrunner
October 15, 2018
Mountain Ranges

For this entry we implemented the ubiquitous Ridged Multi-fractal function.  It's not so interesting in and of itself, but it does highlight a few features that were included in our voxel engine.  First as we mentioned, being a voxel engine, it supports full 3D geometry (caves, overhangs and so …

6,784 views
Gnollrunner
October 11, 2018
Bumpy World

After a LOT of bug fixes, and some algorithm changes changes, our octree marching prisms algorithm is now in a much better state.  We added a completely new way of determine chunk level transitions, but before discussing it we will first talk a bit more about our voxel octree.

Our octree is …

10,722 views
Gnollrunner
September 09, 2018
First entry........

First a brief description of what we're trying to achieve. We're basically trying for a single shard MMO that will accommodate all players on a giant planet, say 2000 km radius. In order to achieve this we will need .... well .... a giant plant. This presents a problem since the classical way to…

6,339 views
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