Today I got some small stuff done, like tweak the rendering code to make it a little faster.
Prior to today, all the stuff was being rendered to the screen in immediate mode, which was starting to chug the game down quite a bit on lower end comps, so today I wrote some code that allows the sprites to be compiled into display lists, which should speed things up a bit, although I haven't tested it yet (and I have no idea what I'm doing[wink])
The other little thing I worked on was recoding the ship object to include our new system. The system should make the game a lot easier to balance out, and it should be a lot easier for someone to pick it up and figure it out. Our old system consisted of a complicated system of energy reserves and actions associated with a certain energy cost... yeah, kinda complicated. Our new system is much simpler, allowing each ship one attack, and as much movement as you want(assuming you have the movement points, which are used up when you move). WE're still trying to work speical actions(lauching fighters, buoys, etc) into the system, but it shouldn't be that hard to integrate.
I've got two screens for you guys today, one of which is pretty much a crappy screen showing a destroyer with the "Sensor Buoy" special action selected(which looks kinda cool I guess). The second screen is the screen of he heightmap I promised in my last entry, but couldn't upload... yeah, here it is....
Let us know what you think, Peace Out!