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Making more progress. I've got a full spectator mode going in multiplayer now, as well as allowing people to join a server mid-game, and be a spec. Before they'd have to sit in the lobby the whole time :-p

I'm also working on a dynamic imposter system to speed up rendering. It is going to be applied to entities, actors & vehicles. It should give a nice FPS boost and should allow me to increase the view distance. I'm using an imposter atlas to prevent texture changes, I'm referencing the article on Gamasutra regarding dynamic imposters...it's very helpful. Apparently not helpful enough though...I've got all the code 'done' but for some reason it's not working as it should. I've been working on it for days, slowly making fixes and getting closer to a final system.

Other than that making progress slowly but surely in all other areas [grin].

Screenshot time -

@ the beginning of a game.

And I ran, I ran so far away. *flock of seagulls playing in the background*

This screenshot reminds me that I need to move away from my current geometry based territory representation system, and instead use a projected based method, like the fog of war. It would look a lot smoother.

Bleh...low res night time shot. 800x600 lowest quality everything except texture quality on high.

I like the reflections on the buildings ;-D


From the beach map.

Well that's all for now, more later [grin].

- Dan
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Hm, tasty screenshots! Was there anything especially difficult about implementing the system describe in the article. Might be helpful to know if there any problems we could avoid. That would be nice!

Other than that, great work. I smell progress!

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