Block City

So I have most of the object placement systems in place now;  you can now place objects within the world (although there aren’t many objects yet available), and they’re stored in a useful manner.  The final missing piece is needing the game to throw away the renderable geometry for structures once the camera goes too…

Quick straw poll

In World of Warcraft and most other major MMORPGs, large cities are much larger than they ought to be, according to the scale of the world.  By this I mean that the inside of Ironforge is substantially larger than it appears from the outside, Stormwind is nearly as big as the whole region it’s ostensibly…

Archimedes

With a lever and a place to stand, Archimedes could move the world. One wonders whether he, too, was trying to avoid z-buffer imprecision. In a world that’s 20 kilometers on a side, OpenGL really doesn’t like looking at things which are very far from the middle;  all sorts of little glitches pop up as…

Region Borders

You’ll all remember the zones from MMORPG Tycoon 1.0;  you set level ranges on them, to specify the monster levels to be found within them.  In 2.0, these areas of your MMORPG world are called “Regions”, and will have editable boundaries and configurable graphics settings.  There will be impassable boundaries between all regions (once finished,…

Observations on game design

Early video games were typically single-player games.  Players had a limited number of lives, were attempting to achieve the highest score in an endless string of levels of slowly increasing difficulty.  Home console games in this era were usually designed around this approach as well.  The video games were tests of skill and reflexes, or…