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  1. Save and Load - Shining Rock Software

    Save and Load January 13, 2021 | Dukus | 31 Comments Does anyone want to know how save games work in video games? Yeah! of course you do! I've spent the last two weeks working on it. In a …

  2. Shining Rock Software - Page 30

    Despite thinking about things like water, I've also added some map starting condition parameters, changing map size, climate type, and terrain type. These really just come down to how hard or easy …

  3. Devlog - Page 2 - Shining Rock Software

    The idea of modeling, rigging, keyframing, and adding all the things required to have animations didn't seem very feasible for a graphics programmer turned indie developer. So for the first half of …

  4. Reflections.... - Shining Rock Software

    Reflections.... June 28, 2013 | Dukus | 60 Comments I've been working on adding terrain variety to the game - I wanted nice wide valleys for easy game play, mountainous regions with less usable area for …

  5. Prototype code... - Shining Rock Software

    Jun 3, 2013 · The terrain was using something awful, like 28 megabytes of memory. After fixing things up properly, it now uses 4.25 megabytes for rendering the exact same thing.

  6. Trade - Shining Rock Software

    Trade November 15, 2012 | Dukus | 2 Comments Today I finally finished up the artwork for the trading post. Once the player builds a trading post, different types of merchants in boats arrive periodically. …

  7. Beta Bug Fixes - Shining Rock Software

    Oct 3, 2014 · * Adding an option to the game launcher to disable use of DirectInput. This should allow systems where the mouse doesn't move to work properly, however only the left, right, and middle …

  8. The trials of using C++ - Shining Rock Software

    Nov 17, 2013 · There's no reason to store the terrain when it can be generated and the outcome is known. However the other day I found that in only the 32-bit release build of the game, the terrain …

  9. Code Rot - Shining Rock Software

    Code Rot April 17, 2022 | Dukus | 118 Comments Code rot is really a thing. If you've got some source code and you leave it along for too long, it stops working properly. It doesn't matter that the source …

  10. Adventures in Debugging - Shining Rock Software

    Nov 15, 2013 · About the only thing in the game not using ComponentEntity is the terrain. A large map can have over 30,000 ComponentEntity objects, so it really could be anything making the game …