
The trials of using C++ - Shining Rock Software
Nov 17, 2013 · This means that given the same starting conditions, such as a seed value, map size, and terrain type, the same terrain can be generated over and over. I use this functionality for the tutorial …
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 …
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 …
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.
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 …
Two years ago... - Shining Rock Software
Jul 31, 2013 · Two years ago today, I started thinking about scrapping 7 months of work on a zombie game. It just wasn't fun and I couldn't make it fun. I kept the core engine code, left everything else to …
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. …
Recurring Nightmares - Shining Rock Software
Recurring Nightmares August 12, 2019 | Dukus | 19 Comments Almost every project I've worked on has a bit of code that always causes chronic problems. Some code gets written and it seems to work well …
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 …
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 …