Roads are now much less Ridiculous

Well that was both a productive day and an unproductive day, all at the same time.  I started the day with some pretty decent progress.  The previously posted “Day / Night” cycle, tweaked building placements and generation.  Everything was going smoothly…

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Day / Night Cycles

Quick midday update, I now have a day / night cycle that fades in and out.  There’s also a fancy journal / log that slides in from the left when you hit tab.  The rest of my time has been spent trying to correctly parameterize the world building algorithm.  

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Putting it to the Test

Well I’ve been working away on RPM v1, and decided I’d try putting what I have so far (very rudimentary design) to the test and make a quick game.

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Explosion from the Past

Wait, I think I got that wrong… it’s supposed to rhyme.

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Finally Ready

So I while back I ran into a serious road block using JMonkey3D.  I would like to have continued to use it, but some of the issues I ran into and the general acceptance of the Java platform lead me to a technology change.

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I’m Back

So it’s August 20th, and a tiny bit before my predetermined “get back to work” date but I figured a update would be in order.

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Ludum Dare 23 – Nanofault

So I promised blogging during the event, and I didn’t deliver.  Turns out that during these things you end up either sleeping, or working on the project and not spending as much time working on blogging about the project.  Until afterwards.

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A Few Project Announcements

Over the next couple of weeks I have quite a few things planned, hoping to make frequent updates here to track the progress on a few things I’m working on.

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JMonkey Performance Updates

I received a couple emails of people asking me if the test I did was with “static” geometry.

JMonkey has this notion of setting a mesh as “static” which allows the engine to optimize the mesh since you won’t be changing it frequently.  The tests I did were strictly with “dynamic” meshes, I wanted to test the straight throughput without any mesh restrictions.  

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JMonkey Performance Test

Originally when I stumbled upon JMonkey, I thought “wow this game library is awesome”.  I spent some time playing around with it and decided that it was perfectly adequate for what I wanted to do, while allowing me to write all my little projects in Java for quick turn around time (number one goal for a short attention span).

After trying a couple projects (including the previously posted Map Generator) I started to see performance issues.  I wanted to make sure they weren’t related to JMonkey/OpenGL throughput issues, so I decided to do a little performance testing.

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