A number of game engine systems have been implemented in recent months. Some of these systems have been showcased in the latest development kit journal entry for the game.
The clock system was created to monitor the performance of the engine, bringing to the attention of the user, any major concerns regarding the performance of their game. Without seeing what aspect of the engine is slowing down the engine, any attempt to improve the performance will be time consuming.
A node system was added to the engine, this is for programming high level functions, events and gaming logic. The nodes are defined in the X-Producer, and then loaded into Sports Fiction defining the sports, campaigns, rules and other aspects of the game's logic. Nodes work like actions which send data through connectors to other nodes, which use the data to produce a desired result. These nodes like most of the entities are XML based.
A rendering system was added to my direct X viewport for the game, and its editor (the X-Producer). This system uses an HLSL shader to apply effects and adjustments for the game view, breaking down the rendering into a series of render layers blended together to produce a final result. I will be refining this system in the near future.
One of the rendering techniques I have explored in recent months is grass shading. There are a number of shader programs under development used for rendering grass at variable distances; which will be crucial for when the time comes to transition from global view, to third-person character view.
More information about the rendering is available at the multipaged development blog