Apparently Scotrail aren't used to it either; one of their trains died in the tunnel just outside Queen Street, causing all the trains to be cancelled or delayed. Then I managed to get on the hottest train on the face of the planet.
Another CD arived. I'm beginning to think that I may have ordered slightly too many at once. Anyway, I'm now the owner of Assemblage 23 - Defiance, which is awesome++
TEH MMORPG!!1 is comming along, although I really want to try and seperate the engine from the game more, then I can re-use the engine code much more easily. I want to tinker a bit more with the engine code, I'm still not happy with how sprites are rendered.
You create a SOSprite object, and fill in the details for it (Texture, texture coords, position, etc) then add it to the scene graph. When the scene graph calls it's Render() method, the sprite fills in an internal structure with all it's members and passes that onto CSpriteMgr::Draw(). CSpriteMgr::Draw() adds the struct to a std::multiset. At the end of rendering in the scene graph, the scene graph flushes the sprite manager, at which point it renders all the sprites, with proper batching.
However, since almost every object is a sprite, this isn't very nice at all. I know I only want to have to handle the scene graph - I don't want the game code having to add sprites to a sprite manager and everything else to the scen graph - I suppose I could make the scene graph and sprite manager the same object, but I'm not sure if there's a nicer way to do things.
Anyway, it's much cooler tonight, I'm going to have an early night and try to sleep for a change...